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Coracle.json":{"a":0,"m":0}} \ No newline at end of file diff --git a/baseitem/enders; Oversized Longbow.json b/baseitem/enders; Oversized Longbow.json new file mode 100644 index 0000000000..56ab93c5cc --- /dev/null +++ b/baseitem/enders; Oversized Longbow.json @@ -0,0 +1,69 @@ +{ + "_meta": { + "sources": [ + { + "json": "Generic Oversized Longbow", + "abbreviation": "WDH-GOL", + "full": "Generic Oversized Longbow", + "authors": [ + "enders" + ], + "convertedBy": [ + "Lyra [he/him]" + ], + "version": "1", + "url": "https://github.com/TheGiddyLimit/homebrew", + "dateReleased": "2023-12-12", + "color": "d4af37" + } + ], + "status": "ready", + "dateAdded": 1702410358, + "dateLastModified": 1702410358, + "_dateLastModifiedHash": "f7889e384e" + }, + "baseitem": [ + { + "name": "Oversized Longbow", + "source": "Generic Oversized Longbow", + "page": 201, + "type": "R", + "rarity": "unknown", + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "2d6", + "dmgType": "P", + "bow": true, + "weapon": true, + "entries": [ + "This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to {@dice 2d6} + the wielder's Strength modifier." + ], + "ammoType": "arrow|phb", + "hasFluffImages": true, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://5etools-mirror-1.github.io/img/bestiary/WDH/Ziraj%20the%20Hunter.webp" + }, + "title": "Ziraj the Hunter" + } + ] + }, + "foundrySystem": { + "damage.parts": [ + "2d6 + @abilities.str.mod", + "piercing" + ] + } + } + ] +} diff --git a/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json b/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json index 6c31b016ff..0c89fdf507 100644 --- a/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json +++ b/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json @@ -49,8 +49,8 @@ "BGT:S": "Background Talent; Seafarer" }, "dateAdded": 1618022160, - "dateLastModified": 1702292498, - "_dateLastModifiedHash": "f4be833bfe" + "dateLastModified": 1702857517, + "_dateLastModifiedHash": "94654b50c7" }, "spell": [ { @@ -12532,7 +12532,7 @@ "source": "GH", "id": "GH3", "published": "2020-08-22", - "storyline": "Etharis", + "storyline": "Grim Hollow", "group": "homebrew", "level": { "custom": "-" diff --git a/class/Matthew Mercer; Blood Hunter (2020).json b/class/Matthew Mercer; Blood Hunter (2020).json index 221452c628..fcb6cec29c 100644 --- a/class/Matthew Mercer; Blood Hunter (2020).json +++ b/class/Matthew Mercer; Blood Hunter (2020).json @@ -19,8 +19,8 @@ } ], "dateAdded": 1580617082, - "dateLastModified": 1667494605, - "_dateLastModifiedHash": "25fddce3e5" + "dateLastModified": 1702857442, + "_dateLastModifiedHash": "93df34b555" }, "class": [ { @@ -415,7 +415,6 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2020|4", - "Proficiency Versatility|Fighter||4|UAClassFeatureVariants", "Extra Attack|Blood Hunter|BH2020|5", "Brand of Castigation|Blood Hunter|BH2020|6", "Blood Maledict Improvement|Blood Hunter|BH2020|6", @@ -425,7 +424,6 @@ }, "Primal Rite|Blood Hunter|BH2020|7", "Ability Score Improvement|Blood Hunter|BH2020|8", - "Proficiency Versatility|Fighter||8|UAClassFeatureVariants", "Grim Psychometry|Blood Hunter|BH2020|9", "Dark Augmentation|Blood Hunter|BH2020|10", { @@ -433,7 +431,6 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2020|12", - "Proficiency Versatility|Fighter||12|UAClassFeatureVariants", "Brand of Tethering|Blood Hunter|BH2020|13", "Blood Maledict Improvement|Blood Hunter|BH2020|13", "Hardened Soul|Blood Hunter|BH2020|14", @@ -443,14 +440,12 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2020|16", - "Proficiency Versatility|Fighter||16|UAClassFeatureVariants", "Blood Maledict Improvement|Blood Hunter|BH2020|17", { "classFeature": "Order feature|Blood Hunter|BH2020|18", "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2020|19", - "Proficiency Versatility|Fighter||19|UAClassFeatureVariants", "Sanguine Mastery|Blood Hunter|BH2020|20" ], "subclassTitle": "Blood Hunter Order", diff --git a/class/Matthew Mercer; Blood Hunter (2022).json b/class/Matthew Mercer; Blood Hunter (2022).json index f182e7e7fc..8b2773d9b8 100644 --- a/class/Matthew Mercer; Blood Hunter (2022).json +++ b/class/Matthew Mercer; Blood Hunter (2022).json @@ -21,8 +21,8 @@ } ], "dateAdded": 1580617082, - "dateLastModified": 1693338724, - "_dateLastModifiedHash": "1844796f6e" + "dateLastModified": 1702857442, + "_dateLastModifiedHash": "287be67f73" }, "class": [ { @@ -414,7 +414,6 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2022|4", - "Proficiency Versatility|Fighter||4|UAClassFeatureVariants", "Extra Attack|Blood Hunter|BH2022|5", "Brand of Castigation|Blood Hunter|BH2022|6", "Blood Maledict Improvement|Blood Hunter|BH2022|6", @@ -424,7 +423,6 @@ }, "Crimson Rite Improvement|Blood Hunter|BH2022|7", "Ability Score Improvement|Blood Hunter|BH2022|8", - "Proficiency Versatility|Fighter||8|UAClassFeatureVariants", "Grim Psychometry|Blood Hunter|BH2022|9", "Dark Augmentation|Blood Hunter|BH2022|10", { @@ -432,7 +430,6 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2022|12", - "Proficiency Versatility|Fighter||12|UAClassFeatureVariants", "Brand of Tethering|Blood Hunter|BH2022|13", "Blood Maledict Improvement|Blood Hunter|BH2022|13", "Hardened Soul|Blood Hunter|BH2022|14", @@ -442,14 +439,12 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2022|16", - "Proficiency Versatility|Fighter||16|UAClassFeatureVariants", "Blood Maledict Improvement|Blood Hunter|BH2022|17", { "classFeature": "Order feature|Blood Hunter|BH2022|18", "gainSubclassFeature": true }, "Ability Score Improvement|Blood Hunter|BH2022|19", - "Proficiency Versatility|Fighter||19|UAClassFeatureVariants", "Sanguine Mastery|Blood Hunter|BH2022|20" ], "subclassTitle": "Blood Hunter Order", diff --git a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json index a5431acd6f..0e68882c10 100644 --- a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json +++ b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json @@ -30,8 +30,8 @@ "AT:N": "Arcanist Tactics; Nymian Scholar" }, "dateAdded": 1595181963, - "dateLastModified": 1697992755, - "_dateLastModifiedHash": "3a915b08b7" + "dateLastModified": 1702857517, + "_dateLastModifiedHash": "2d6c7037a4" }, "book": [ { @@ -1085,7 +1085,7 @@ ], [ "Wir", - "Any member of the yoral family not in line for the throne" + "Any member of the royal family not in line for the throne" ], [ "Van", diff --git a/creature/Bruce R. Cordell; Planar Bestiary.json b/creature/Bruce R. Cordell; Planar Bestiary.json new file mode 100644 index 0000000000..79c75f81b5 --- /dev/null +++ b/creature/Bruce R. Cordell; Planar Bestiary.json @@ -0,0 +1,26416 @@ +{ + "_meta": { + "sources": [ + { + "full": "Planar Bestiary", + "color": "6441a4", + "abbreviation": "PB5E", + "url": "https://www.montecookgames.com/store/product/planar-bestiary/", + "json": "PB5E", + "authors": [ + "Bruce R. Cordell", + "Sean K. Reynolds" + ], + "convertedBy": [ + "itsatraaaaap" + ], + "version": "1" + } + ], + "dateAdded": 1702263002, + "dateLastModified": 1702263002, + "_dateLastModifiedHash": "fc819afcbe" + }, + "book": [ + { + "name": "Planar Bestiary: Scores of New Monsters From Across the Planes!", + "id": "PB5E", + "source": "PB5E", + "published": "2023-01-01", + "group": "homebrew", + "author": "Bruce R. Cordell, Sean Reynolds", + "contents": [ + { + "name": "Introduction" + }, + { + "name": "Vanura" + } + ] + } + ], + "legendaryGroup": [ + { + "source": "PB5E", + "name": "MyrmicColossus", + "lairActions": [ + "If in an underground tunnel or cavern, the myrmic colossus can take the following Lair Action.", + "On initiative count 20 (losing initiative ties), the myrmic colossus slams itself into the tunnel wall, causing the tunnel to partially collapse in a 60\u2011foot radius centered on the colossus. Every creature in the area except the myrmic colossus must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) bludgeoning damage, or half as much damage on a successful save. The area becomes difficult terrain, and each creature that failed their saving throw is restrained by rubble. A creature can be freed if they or another creature takes an action to make a DC 15 Strength check and succeeds." + ] + } + ], + "monster": [ + { + "name": "Abolisher of Sorrow", + "source": "PB5E", + "page": 5, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 15 + ], + "hp": { + "average": 36, + "formula": "8d4 + 16" + }, + "speed": { + "walk": 20, + "fly": 50 + }, + "str": 3, + "dex": 16, + "con": 14, + "int": 3, + "wis": 12, + "cha": 14, + "skill": { + "stealth": "+7 (+9 in forest terrain)" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "thunder" + ], + "conditionImmune": [ + "deafened" + ], + "cr": "1/4", + "trait": [ + { + "name": "Entrancing", + "entries": [ + "The abolisher's song is beautiful and alluring, and those listening may not realize its true effect. A listening creature must succeed on a {@dc 15} Wisdom (Perception) check to notice the song's recollection-unraveling effect." + ] + }, + { + "name": "Camouflaging Feathers", + "entries": [ + "The abolisher can take the {@action hide} action as a bonus action on each of its turns in wooded terrain." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the abolisher's space. {@h}1 piercing damage." + ] + }, + { + "name": "Song of Forgetting", + "entries": [ + "One creature within 60 feet of the abolisher must succeed on a {@dc 12} Wisdom saving throw or take 3 ({@damage 1d6}) psychic damage and lose 1 point of Intelligence (i.e., their Intelligence score is reduced by 1) each round that the abolisher maintains its song. The target can attempt a {@dc 15} Wisdom (Perception) check each round to notice the ill effect the song is having, or be shaken out of their trance by another's action. An abolisher of sorrow's song usually leaves someone who fails to realize its effect with only {@dice 1d4} Intelligence remaining. This reduction lasts until the victim is healed by a {@spell greater restoration} spell or comparable magic.", + "Creatures who are native to the Feywild or who have the Fey Ancestry trait are immune to this attack." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P", + "Y" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "This songbird's feathers seem more vibrant, more colorful, and more luxurious than those of other avian creatures of similar size and disposition. Its beak is crimson, and its eyes sparkle like stars.", + { + "type": "inset", + "entries": [ + "Lone abolishers are dangerous enough to those who don't understand their power. A flock of abolishers can wipe away someone's entire mind." + ] + }, + { + "type": "entries", + "name": "Feywild Origins", + "entries": [ + "Blown off course by especially violent planar maelstroms, mated abolisher pairs can end up in other dimensions, especially on worlds of the Material Plane. Other times, travelers moving through a Feywild crossing encounter a lone abolisher and, finding it beautiful, capture it and take it with them as a prize or a pet. Later, they may forget where they got the creature and simply let it go someplace new." + ] + }, + { + "type": "entries", + "name": "Memory-Sapping Song", + "entries": [ + "Creatures native to the Feywild are not subject to the abolisher's song, as its music is the sound and substance of the plane itself. For others, the alluring melodies of abolishers feel like a mental balm. But a creature snared by an abolisher's song can become so entranced that they don't realize their memories are slowly fading until they've got nothing left." + ] + }, + { + "type": "entries", + "name": "Death to Sorrow", + "entries": [ + "Despite the dangers of listening to abolishers overlong, these creatures are named for how some people use them to lessen the sting of loss from a loved one's death or other tragedy. The grieving allow their painful memories to be washed away by this bird's captivating tune. However, if the process isn't monitored by a third party, those seeking relief from their sadness eventually lose too many memories to recall even their own name." + ] + }, + { + "type": "entries", + "name": "Jewel-like Eggs", + "entries": [ + "The nest of a mated pair of abolishers eventually contains {@dice 1d4} perfect eggs with shells of iridescent crystal, as beautiful to gaze upon as an abolisher's song is to hear. Taking one from the nest is said to strike the thief down immediately with a curse of senility." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Abolisher-of-Sorrow.webp" + } + } + ] + } + }, + { + "name": "Accumulator", + "source": "PB5E", + "page": 6, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 14 + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 18, + "con": 18, + "int": 10, + "wis": 16, + "cha": 0, + "save": { + "dex": "+4", + "con": "+4", + "cha": "+3" + }, + "skill": { + "acrobatics": "+6", + "perception": "+4" + }, + "senses": [ + "blindsight 100 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "lightning" + ], + "vulnerable": [ + "force" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "understands Auran (can't speak)" + ], + "cr": "4", + "trait": [ + { + "name": "Lightning Form", + "entries": [ + "The accumulator can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + } + ], + "action": [ + { + "name": "Lightning Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) lightning damage and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of their next turn." + ] + }, + { + "name": "Accumulation", + "entries": [ + "As a bonus action, the accumulator completes a circuit between itself and any creature {@condition stunned} by it within 10 feet, inflicting 19 ({@damage 3d12}) lightning damage. The target must succeed on a {@dc 14} Constitution saving throw or remain {@condition stunned} for {@dice 1d4} rounds. The {@condition stunned} creature repeats the saving throw at the end of each of their turns; a successful save ends the condition early." + ] + }, + { + "name": "Electrocute {@recharge 4}", + "entries": [ + "Each creature in the accumulator's space must make a {@dc 14} Constitution saving throw. Ona failure, a target rakes 13 ({@damage 3d8}) lightning damage." + ] + }, + { + "name": "Lightning Step", + "entries": [ + "The accumulator disappears and reappears at any spot within 500 feet, as long as it has a line of sight to the area, or electricity could move via conduction from one area to the other." + ] + } + ], + "reaction": [ + { + "name": "Defensive Fission (Recharge after a Short or Long Rest)", + "entries": [ + "When attacked, the accumulator has a 45% chance to split into two creatures standing next to each other. The attacking character chooses which one to attack, but the attack has disadvantage. Both the original and the second accumulator have a hit point value equal to the accumulator at the time it split. Neither can reuse this ability until after a short rest." + ] + } + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "AU", + "CS" + ], + "damageTags": [ + "L" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "stunned" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Born of the Elemental Chaos and the Plane of Air, accumulators are elementals of almost pure electrical energy.", + "A standing bolt of twisting lightning with a vague semblance of a humanoid form, an accumulator stalks from point to point like individual lightning strikes advancing across the ground.", + { + "type": "inset", + "entries": [ + "One or two accumulators appear, usually when least desired." + ] + }, + { + "type": "entries", + "name": "Electrical Fission.", + "entries": [ + "Lightning given substance and mind, accumulators seek to grow their electrical charge greater and greater, then, in a blast of energy, they branch into two individuals, each charged with the same power and purpose of the original." + ] + }, + { + "type": "entries", + "name": "Called by Experiment.", + "entries": [ + "Though most accumulators form naturally in the Elemental Chaos, some are generated in the laboratories of wizards and others who run experiments past the edge of common sense, attempting to coax energy out of wires, glass, and rude materials. If something can conduct a spark, perhaps it can store the energy of a lightning storm if treated just right. Or if things go wrong, forge a joyfully destructive new accumulator." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "An elemental doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Often, accumulators are drawn first to those wearing lots of metal." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Accumulator.webp" + } + } + ] + } + }, + { + "name": "Agonizer", + "source": "PB5E", + "page": 7, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "any" + ] + }, + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 16, + "con": 16, + "int": 10, + "wis": 14, + "cha": 8, + "save": { + "wis": "+5" + }, + "skill": { + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "blindsight 5 ft.", + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire" + ], + "immune": [ + "psychic" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Abyssal", + "Infernal (can't speak)", + "telepathy 30 ft." + ], + "cr": "5", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The agonizer can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Death Throes", + "entries": [ + "When the agonizer dies, it explodes in a painful burst of mental energy, and each creature within 5 feet of it must make a {@dc 15} Wisdom saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "action": [ + { + "name": "Agony Ray", + "entries": [ + "{@atk rs} {@hit 6} to hit, reach 20 ft., one creature. {@h}21 ({@dice 4d8} >+ 3) psychic damage. The target must succeed on a {@dc 14} Constitution saving throw or become {@condition incapacitated} for one minute." + ] + }, + { + "name": "Change Size", + "entries": [ + "The agonizer reduces itself to the approximate size of a regular human eyeball (size Tiny). While at this size, it gains advantage on Stealth checks, but it cannot use its Agony Ray and its Death Throes inflicts only 1 psychic damage. It can return to its normal size as an action or reaction." + ] + } + ], + "traitTags": [ + "Amorphous", + "Death Burst" + ], + "senseTags": [ + "B", + "SD" + ], + "languageTags": [ + "AB", + "CS", + "I", + "TP" + ], + "damageTags": [ + "Y" + ], + "miscTags": [ + "AOE", + "RCH" + ], + "conditionInflict": [ + "incapacitated" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An agonizer is a fiend created to spy on, watch over, or torture other creatures. It looks like a floating, nearly spherical eyeball about 3 feet in diameter, with one large iris and several smaller ones scattered over its surface, and a three-fingered claw dangling from its underside.", + { + "type": "inset", + "entries": [ + "An agonizer works alone, with others of its kind, or in subservience to some other creature, as its master desires." + ] + }, + { + "type": "entries", + "name": "Common to the Lower Planes.", + "entries": [ + "It's not known if agonizers were created independently by demons, devils, yugoloths, and other fiends, or if one kind of fiend invented them and the others copied the original. Regardless, they can be found on all of the Lower Planes, in service to various evil masters. An agonizer's subtype and alignment matches that of the fiend that created it\u2014one created by a demon is a chaotic evil demon, one created by a devil is a lawful evil devil, and so on." + ] + }, + { + "type": "entries", + "name": "Emotionless Observers.", + "entries": [ + "Although agonizers are intelligent, they are barely sentient and (much like golems) lack emotional depth. A common fiend might enjoy torturing a victim just for the pleasure of hearing it scream, but an agonizer's response to pain or pleasure (its own or another's) is muted; they don't react to torture or even mortal threats with anything other than mild annoyance. They can experience pain, but the sensation is more akin to a slight itch than anything else. They have no ambition or desires. These qualities make them excellent guards and torturers, for they can't be bribed or coerced, nor do they understand mercy." + ] + }, + { + "type": "entries", + "name": "Perfect Memory.", + "entries": [ + "An agonizer memorizes everything it sees, allowing it to perfectly recall a confession under torture and any conversation it witnesses. Its master can order it to erase some or all of its memory at any time, which prevents what it knows from falling into the wrong hands." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Agonizer.webp" + } + } + ] + } + }, + { + "name": "Alterwrath", + "source": "PB5E", + "page": 8, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 104, + "formula": "16d8 + 32" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 19, + "con": 14, + "int": 14, + "wis": 16, + "cha": 18, + "skill": { + "deception": "+7", + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft" + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from magic weapons", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "prone", + "stunned" + ], + "languages": [ + "Common", + "Celestial", + "Infernal" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The alterwrath has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The alterwrath's weapon attacks are magical." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The alterwrath has advantage on saving throws against turning. If turned, the alterwrath can repeat its saving throw each round on its turn to end the effect early." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The alterwrath makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage." + ] + }, + { + "name": "Ray of Death {@recharge 5}", + "entries": [ + "A target within 60 feet must succeed on a {@dc 14} Constitution saving throw or take 45 ({@damage 10d8}) necrotic damage and must make a Constitution saving throw. On a failed save, it is also {@condition poisoned} until the end of the alterwrath's next turn. On a successful save, the target takes half damage and is not {@condition poisoned}." + ] + }, + { + "name": "Plutonic Estrangement (Once)", + "entries": [ + "If an alterwrath has at least 30 hit points, it can separate its two fused bodies. When it does, all creatures in a 30-foot-radius sphere centered on the alterwrath must succeed on a {@dc 14} Dexterity saving throw. Targets in the area take 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one.", + "Meanwhile, the alterwrath now exists as two separate undead creatures, one occupying the original alterwrath's space, and the other occupying the nearest open space. Regardless of the original's hit points at the time of estrangement, the two alterwrath singles each have 30 hit points. Any effects the original alterwrath was suffering now affect only the alterwrath single in the original space. The alterwrath single in the nearest open space can immediately take a turn (the single in the original space has already acted for the round by triggering the estrangement). Both singles have disadvantage on all saving throws.", + "Both singles perish within twenty-four hours\u2014or sooner, as most will attack each other within a few hours of splitting, given no other enemies." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "I" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Alterwrath are undead spirits that exist in perpetual misery, joined together and forced to cooperate to achieve their ends despite an undying hatred for each other. But doing anything else would soon lead to the extinction of both.", + { + "type": "inset", + "entries": [ + "A lone alterwrath can be encountered anywhere other undead are found. They also shuffle the various layers of Hades, though they take any opportunity to leave." + ] + }, + { + "type": "entries", + "name": "Twisted, Comingled Forms.", + "entries": [ + "An alterwrath is a single entity comprised of two painfully fused, mismatched animate humanoid corpses. Reanimated in a lower plane, the creature \"wears\" a hovering crown of shadow, the negative light of a solar corona. Able to bend and jerk its body without the need to worry about living joints or the weakness of flesh, what would be clumsy and downright impossible for another creature is a nightmarishly agile and quick movement for the alterwrath." + ] + }, + { + "type": "entries", + "name": "Plutonic Origin.", + "entries": [ + "A region of Hades called Pluton trapped the souls of an unending stream of creatures from Material Plane worlds, imprisoning them in lightless vaults where their desperation and fear grew without surcease, forever. Most of these vaults still lie undiscovered, buried on a plane that most gods and monsters alike prefer to forget. But alterwrath are two souls that, working together, forged an unbreakable alliance until the bitter end." + ] + }, + { + "type": "entries", + "name": "Undead Nature", + "entries": [ + "An alterwrath doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Alterwrath are sometimes associated with the {@creature tomb of winter|PB5E|Tomb of Winter} (page 137)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Alterwrath.webp" + } + } + ] + } + }, + { + "name": "Dissolute Angel", + "source": "PB5E", + "page": 9, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 152, + "formula": "16d8 + 80" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 18, + "con": 20, + "int": 17, + "wis": 13, + "cha": 21, + "save": { + "wis": "+5", + "cha": "+9" + }, + "skill": { + "insight": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Dissolute Weapons", + "entries": [ + "The dissolute angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 18 ({@damage 4d8}) necrotic damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The dissolute angel has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dissolute angel makes three melee attacks." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 18 ({@damage 4d8}) necrotic damage." + ] + }, + { + "name": "Word of Death (3/Day)", + "entries": [ + "A target within 60 feet of the dissolute angel must succeed on a {@dc 17} Constitution saving throw or take 61 ({@damage 7d8 + 30}) necrotic damage, or half as much with a successful save. A humanoid killed by the damage rises as a {@creature zombie} under the angel's command at the start of the angel's next turn." + ] + }, + { + "name": "Wingless Shape", + "entries": [ + "The dissolute angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). In its new form, it retains its ability to speak and other stats. It also gains the benefits of a {@spell nondetection} spell for the duration. However, no matter what form it takes, it can't form wings or gain the ability to fly under its own power." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Once, dissolute angels worked to enforce the plans and commandments of good-aligned gods, sometimes providing aid, other times acting as a god's strong hand. But that was before. A long road of bad choices and questionable bargains can lead an angel to lose their status and their wings. Most dissolute angels proudly display the bloodied stumps, even piercing them with cruel iron hooks and jewelry depicting skulls and small blades. When roused to fury, their eyes take on a reddish gleam that some could mistake for hellfire. Instead of maces, they wield greatswords wreathed in death and ash.", + { + "type": "inset", + "entries": [ + "Dissolute angels can be encountered on a variety of Material Plane worlds or planar metropolises, usually leading a cult and in the company of a dozen cultists and a couple of zombies." + ] + }, + { + "type": "entries", + "name": "Beyond Fallen.", + "entries": [ + "Some angels \"fall\" when their pride leads them to judge a situation prematurely, such that the angel, believing they're doing right, actually does the opposite. Dissolute angels, however, know exactly where and when they crossed the line. They feel a vindication that it was their choice, not something imposed upon them by others. For a dissolute angel, the ideal of \"freedom at any cost\" often masks their own inability to feel empathy for anyone but themselves." + ] + }, + { + "type": "entries", + "name": "Divine Saboteurs.", + "entries": [ + "Instead of becoming outcasts or seeking to get as far away from the Upper Planes as possible by looking to rule below, dissolute angels often set themselves directly against the interests of the gods they once served. Doing so openly, of course, would probably lead to their quick demise. Instead, dissolute angels work from the shadows. They form cults that draw in vulnerable adherents, slowly leading these hopeful parishioners through an accumulation of small lies and group acts to become foot soldiers in a war against some good-aligned deity's most dearly held beliefs and/or believers." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Dissolute-Angel.webp" + } + } + ] + } + }, + { + "name": "War Angel", + "source": "PB5E", + "page": 10, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "L", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 12, + "wis": 12, + "cha": 13, + "save": { + "wis": "+5", + "cha": "+5" + }, + "skill": { + "athletics": "+5", + "insight": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "Celestial" + ], + "cr": "3", + "trait": [ + { + "name": "Angelic Weapons", + "entries": [ + "The war angel's weapon attacks are magical. When the war angel hits with any weapon, the weapon deals an extra 9 ({@damage 2d8}) radiant damage (included in the attack)." + ] + }, + { + "name": "Troop Movement", + "entries": [ + "The war angel can {@action Dash} or {@action Disengage} as a bonus action if at least one of their allies is within 5 feet and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Troop Tactics", + "entries": [ + "The war angel has advantage on their attack rolls against a target if at least one of their allies is within 5 feet of the target and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The war angel makes two longsword attacks." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage\u2014or 8 ({@damage 1d10 + 3}) slashing damage if used in two hands\u2014plus 9 ({@damage 2d8}) radiant damage." + ] + }, + { + "name": "Healing Touch (1/Day)", + "entries": [ + "The war angel touches another creature. The target magically regains 14 ({@dice 3d8 + 1}) hit points and is freed from any curse, disease, poison, blindness, or deafness." + ] + }, + { + "name": "Detect Evil and Good (1/Day)", + "entries": [ + "For 10 minutes, the war angel knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet, as well as where the creature is located. Similarly, the war angel knows if there is a place or object within 30 feet that has been magically consecrated or desecrated. The detection is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE" + ], + "damageTags": [ + "R", + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "When divine hosts assemble, frontline warriors are called to form fire teams, troops, and companies. War angels\u2014celestials who have trained to work together to combat evil at the behest of a greater angel, avatar, or god\u2014often make up a portion of these armies. Charged with a shard of divinity themselves, war angels fight with the vigor of true believers, though most are benevolent and give quarter if an enemy is routed or surrenders.", + { + "type": "inset", + "entries": [ + "Single war angels may be encountered as scouts, two to four may be encountered in small squads, and when divine hosts are assembled, hundreds or more may be encountered along with greater angels." + ] + }, + { + "type": "entries", + "name": "Chosen, Not Created.", + "entries": [ + "It is commonly held that greater angels like devas, planetars, and solars take shape in the divine afterimage of gods. Thus, it is believed, these beings possess a hint of the individual gods that shaped them. War angels, however, are usually chosen to be trained and raised up as a reward, blessing, or requirement of penitence to wash away some past indiscretion. Their former lives are not forgotten entirely, but recalled only as a dream. For a war angel, training and battle are the most important things." + ] + }, + { + "type": "entries", + "name": "Offers of Alliance.", + "entries": [ + "Sometimes a war angel is sent to aid mortals, though unlike the greater angels, they arrive as an ally, not a commander. While some mortals might prefer an ally who takes charge, others appreciate a war angel's willingness to work alongside them." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/War-Angel.webp" + } + } + ] + } + }, + { + "name": "Anokapsik", + "source": "PB5E", + "page": 11, + "size": [ + "H" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d12 + 64" + }, + "speed": { + "walk": 50 + }, + "str": 25, + "dex": 10, + "con": 19, + "int": 2, + "wis": 12, + "cha": 9, + "save": { + "str": "+11", + "con": "+8" + }, + "skill": { + "perception": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "frightened", + "poisoned" + ], + "languages": [ + "understands a few words in Abyssal but can't speak" + ], + "cr": "10", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The anokapsik has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}39 ({@damage 5d12 + 7}) piercing damage plus 7 ({@damage 2d6}) damage of some other type. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the anokapsik can't bite another target." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) damage of some other type." + ] + }, + { + "name": "Swallow", + "entries": [ + "The anokapsik makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the anokapsik, and it takes 17 ({@damage 5d6}) acid damage at the start of each of the demon's turns. An anokapsik can have only one creature swallowed at a time.", + "If the anokapsik takes 30 damage or more on a single turn from the swallowed creature, the demon must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the demon. If the anokapsik dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Swallow" + ], + "languageTags": [ + "AB", + "CS" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An anokapsik is an enormous fiendish predator of the Abyss that terrorizes all creatures in its territory. It's similar in shape to a Material Plane tyrannosaurus rex, but with armored plates, spiked joints, extra eyes on its body, and erratic tufts of hair, feathers, or fingerlike tendrils.", + { + "type": "inset", + "entries": [ + "Anokapsiks are usually solitary, but may be encountered as small groups of demonic cavalry." + ] + }, + { + "type": "entries", + "name": "Indiscriminate Eater.", + "entries": [ + "An anokapsik hunts by chasing down any live prey that is smaller than itself (whether beast, demon, or other strange creature of the Abyss) but is just as willing to devour carrion, gigantic bones, or anything vaguely digestible (including fleshy animate portions of its plane). They've been known to cannibalize their own mates and young when food is scarce." + ] + }, + { + "type": "entries", + "name": "Demon Lord's Pet.", + "entries": [ + "The ferocity and strength of anokapsiks make them appealing as pets for demon lords, fiendish generals, and other powerful entities of the Abyss. These semi-tamed creatures are often modified so their attacks inflict additional acid or poison damage, but sometimes their master imbues them with an unusual ability such as flight, a breath weapon, or teleportation." + ] + }, + { + "type": "inset", + "entries": [ + "Typical additional damage for the anokapsik is 7 ({@damage 2d6}), with the type of damage varying according to the nature of the powerful demon it serves (acid for an ooze demon, necrotic for an undeath demon, poison for a spider demon, and so on)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Anokapsik.webp" + } + } + ] + } + }, + { + "name": "Avessor", + "source": "PB5E", + "page": 12, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 195, + "formula": "17d10 + 102" + }, + "speed": { + "walk": 40, + "fly": 60 + }, + "str": 21, + "dex": 15, + "con": 22, + "int": 13, + "wis": 12, + "cha": 16, + "save": { + "dex": "+6", + "wis": "+5", + "cha": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "resist": [ + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Auran", + "Ignan" + ], + "cr": "9", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The avessor casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 15}, {@hit 7} to hit with spell attacks):" + ], + "will": [ + "{@spell detect magic}", + "{@spell fire bolt}", + "{@spell thunderwave}" + ], + "daily": { + "3e": [ + "{@spell phantasmal force}", + "{@spell wind wall}" + ], + "1e": [ + "{@spell conjure elemental} (air or fire elemental only)", + "{@spell invisibility}", + "{@spell plane shift}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Smoke Form", + "entries": [ + "The avessor can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the avessor or hits them with a melee attack while within 5 feet of they take 5 ({@damage 1d10}) fire damage. In addition, the avessor can enter a hostile creature's space and stop there. The first time they enter enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and must succeed at a {@dc 15} Constitution saving throw or become unable to breathe while choking on the smoke. The choking creature is {@condition incapacitated} and suffocating. As long as they are conscious, they can repeat the saving throw at the end of each of their turns, ending the effect on them on a success. The {@spell lesser restoration} spell can also end the effect on a creature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The avessor makes two slam attacks or uses Hurl Stormbolt twice." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 3 ({@damage 1d6}) fire, lightning, or thunder damage (avessor's choice)." + ] + }, + { + "name": "Hurl Stormbolt", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}14 ({@damage 4d6}) fire, lightning, or thunder damage (avessor's choice, and the elemental can split the damage equally between any two of these damage types)." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AU", + "IG" + ], + "damageTags": [ + "B", + "F" + ], + "damageTagsSpell": [ + "B", + "F", + "T", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "conditionInflictSpell": [ + "invisible" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An avessor is the union of two powerful elemental spirits of air and fire, resembling a burly humanoid shape made of smoke and topped with an elaborate gem-studded helmet. Filled with volatile thoughts and emotions, they feel out of place in most environments, and wander the elemental planes in search of meaning, solitude, or company, as their mood takes them.", + { + "type": "inset", + "entries": [ + "Avessors rarely meet others of their kind, but they frequently develop an entourage of air and fire elementals, as well as enslaved mortals." + ] + }, + { + "type": "entries", + "name": "Star-Crossed Birth.", + "entries": [ + "Typically, an avessor is the result of an accidental conception between a noble djinni and a noble efreeti (a rare and scandalous affair between two rival genie factions) or between a noble of one kind and a common genie of the other." + ] + }, + { + "type": "entries", + "name": "Tempestuous Outbursts.", + "entries": [ + "Avessors quickly mature to their full power within minutes of their birth, but they still have the emotional and intellectual development of young children. As such, either they are cast out by their ashamed parents or they storm off after having a destructive tantrum. They can be pleasant when flattered or bribed, but quickly become angry or frustrated when they don't get their way." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "An avessor doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Avessor.webp" + } + } + ] + } + }, + { + "name": "Blister Rat", + "source": "PB5E", + "page": 13, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 40, + "formula": "9d6 + 9" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 10, + "dex": 16, + "con": 12, + "int": 2, + "wis": 12, + "cha": 16, + "save": { + "dex": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": null, + "conditionImmune": [ + "poisoned" + ], + "cr": "2", + "trait": [ + { + "name": "Stench", + "entries": [ + "Any creature that starts their turn within 5 feet of the blister rat must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} until the start of their next turn. On a successful saving throw, the creature is immune to the blister rat's Stench for 24 hours." + ] + }, + { + "name": "Death Exhalation", + "entries": [ + "When the blister rat drops to 0 hit points, its final breath is its Blistering Breath attack, which targets each creature within 20 feet of it (instead of those in a 15-foot cone)." + ] + }, + { + "name": "Blisters", + "entries": [ + "The blister rat confers a disease called Blisters. Until the disease is cured, painful blisters appear on the target and grow to cover them. In addition, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 10 ({@dice 3d6}) every 24 hours. If the target's hit point maximum drops to 0 because of Blisters, the target dies. Blisters can be removed by lesser restoration or similar magic." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The blister rat makes two claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Your Weight In Gold {@recharge 5}", + "entries": [ + "Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a {@dc 24} Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified} by being turned to solid gold. Otherwise, a creature that fails the saving throw is {@condition restrained}. A {@condition restrained} creature repeats the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature receives a {@spell greater restoration} spell or comparable magic." + ] + }, + { + "name": "Invigorating Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage. If the target is infected with a disease, the blister rat regains 5 hit points with each bite, and becomes immune to that disease indefinitely." + ] + }, + { + "name": "Blistering Breath {@recharge 5}", + "entries": [ + "The blister rat breathes pestilence in a 15-foot cone. Every creature in the area must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) necrotic damage and becoming infected with Blisters on a failed save, or taking half as much damage and avoiding the disease on a successful one." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "petrified", + "poisoned", + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Although it may be noticed as a briefly seen silhouette running up a shadow-strewn urban alley, as a rustling in the trees, or as a heavy thump and rattle across rooftops, a blister rat's presence is often more clearly determined by the disease that springs up in the population when a nest of these creatures takes root.", + { + "type": "inset", + "entries": [ + "One may encounter a single blister rat, but that usually means a nest of four to ten of them is nearby." + ] + }, + { + "type": "entries", + "name": "Colorless.", + "entries": [ + "Those who have seen this chalk-white creature with their own eyes describe it as a hairless rat the size of a dog, one with outsize claws, dead eyes, and a breath of such pestilence that being too close makes one gag." + ] + }, + { + "type": "entries", + "name": "Invasive.", + "entries": [ + "Blister rats were conceived in a distant world of the Material Plane where wars fought with magical famine and disease killed off most higher life, leaving only blister rats to inherit what was left. Able to slip between the folds of reality when their numbers grow too large, colonies of these disease-spreading vermin have popped up across the multiverse." + ] + }, + { + "type": "entries", + "name": "Insatiable.", + "entries": [ + "Blister rats are not picky, eating a diet of garbage, rotted flesh, or live prey as they can get it. However, they prefer to eat creatures infected with disease of nearly any kind, mundane or magical, which\u2014instead of infecting the blister rats\u2014makes them stronger." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Blister-Rat.webp" + } + } + ] + } + }, + { + "name": "Breath Thief", + "source": "PB5E", + "page": 14, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 90, + "formula": "12d10 + 24" + }, + "speed": { + "walk": 0, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 20, + "con": 14, + "int": 4, + "wis": 10, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "necrotic" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "cr": "5", + "trait": [ + { + "name": "Air Form", + "entries": [ + "The breath thief can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The breath thief is {@condition invisible} except when it attacks. After becoming visible, it regains invisibility at the beginning of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The breath thief makes two Choking Slam attacks." + ] + }, + { + "name": "Choking Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 13}). While {@condition grappled}, the target automatically takes 14 ({@damage 2d8 + 5}) bludgeoning damage each round, it cannot speak or cast spells with verbal components, and its ability to hold its breath before suffocating is degraded severely; it can only hold its breath for rounds, not minutes, equal to 1 + its Constitution modifier. A breath thief grappling a target can't make additional Choking Slam attacks." + ] + }, + { + "name": "Scream of the Dying {@recharge 5}", + "entries": [ + "The breath thief releases a magical scream reminiscent of the scream that birthed it. Each creature in the thief's space must make a {@dc 13} Strength saving throw. On a failure, a target takes 15 ({@damage 3d8 + 2}) bludgeoning damage and is flung up to 20 feet away from the thief in a random direction and knocked {@condition prone}. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked {@condition prone}.", + "Scream of the Dying has a secondary effect as well. All living creatures within 30 feet of the breath thief that can hear the scream must make a {@dc 13} Wisdom saving throw. On a failure, the creature is {@condition frightened}. While {@condition frightened} by this magic effect, a creature takes the {@action Dash} action and moves away from the thief by the safest available route each turn for 1 minute, unless there is nowhere to move. They can repeat the saving throw at the end of each of their turns to end the condition early. A creature that recovers from experiencing this fright is immune to this ability for 24 hours." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened", + "grappled", + "invisible", + "prone" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The Plane of Air's idyllic expanses are vast and empty, extending forever. Unlucky Material Plane explorers can meet their end here by various means, including by falling until their food or water gives out. These victims' deaths become the spark of a malicious air elemental.", + { + "type": "inset", + "entries": [ + "Breath thieves can be found in the Plane of Air and on many worlds of the Material Plane", + "Other names for breath thieves include \"lurking screams\" and \"avenging scuds.\"" + ] + }, + { + "type": "entries", + "name": "Vengeful Killers.", + "entries": [ + "Though breath thieves are elementals, the traumatic, screaming deaths of mortal beings in the Plane of Air sparked their creation. That spirit infused each breath thief with hatred for those that still breathe. Breath thieves seek every opportunity to blow through portals leading to other worlds and out onto interdimensional paths, looking for victims." + ] + }, + { + "type": "entries", + "name": "Invisible.", + "entries": [ + "Often apparent only as a light breeze, breath thieves can be indirectly observed by the leaves and litter they pick up and swirl around. Where possible, breath thieves prefer to move with other, natural winds, at least until they locate a new target. Which is why breath thieves are so hard to notice until it's too late." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "A breath thief doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Breath-Thief.webp" + } + } + ] + } + }, + { + "name": "Burrulk", + "source": "PB5E", + "page": 15, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 30, + "burrow": 20, + "climb": 30 + }, + "str": 13, + "dex": 20, + "con": 16, + "int": 6, + "wis": 10, + "cha": 6, + "skill": { + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Terran (can't speak)" + ], + "cr": "4", + "trait": [ + { + "name": "Hypnotic Poison", + "entries": [ + "The burrulk secretes a poisonous dust when threatened or in combat. All creatures within 10 feet of it must succeed at a {@dc 14} Constitution saving throw or become {@condition poisoned} and {@condition incapacitated} for one minute. The creature is freed from this effect if they take damage or someone else uses an action to shake them out of their stupor." + ] + }, + { + "name": "Slender", + "entries": [ + "The burrulk can move through a space as narrow as 2 feet wide without squeezing." + ] + }, + { + "name": "Tunneler", + "entries": [ + "The burrulk can tunnel through solid rock at half its burrowing speed and leaves a 3-foot-wide, 3-foot-high passage in its wake." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The burrulk makes two bite attacks and two antenna attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage." + ] + }, + { + "name": "Antenna", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}The creature must save against the burrulk's Hypnotic Poison." + ] + } + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "AB", + "CS", + "T" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated", + "poisoned" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These horrid things are much like ogre-sized grey millipedes with oversized mandibles and four feathery antennae on their heads. Surprisingly agile, they can make tight turns or bend over backward to retreat down a tunnel or attack something approaching from their rear.", + { + "type": "inset", + "entries": [ + "Burrulks are usually encountered in groups of two to five." + ] + }, + { + "type": "entries", + "name": "Planar Burrowers.", + "entries": [ + "Most burrulks live in the Abyss, Carceri, Pandemonium, and the Plane of Earth, but they're sometimes found in underground areas on other planes. It is unknown whether some fool deliberately brought them to other planes, or if they have a knack for sensing and digging through the thin places between dimensions, but the ravenous things have few natural predators and can easily wreak havoc on unfamiliar ecosystems." + ] + }, + { + "type": "entries", + "name": "Unexpected Reinforcements.", + "entries": [ + "It's common for multiple burrulks\u2014perhaps hatched from the same batch of eggs\u2014to hunt in a particular area, although they don't seem to communicate or coordinate their attacks. When one finds prey, others in the area quickly converge on its location, arriving within a few rounds and preferring to attack creatures that are incapacitated by the first burrulk's poison. Often, explorers celebrate and rest too quickly after defeating one burrulk, not realizing that more are about to arrive." + ] + }, + { + "type": "inset", + "entries": [ + "Some fiends enjoy the intoxicating effect of a burrulk's poison, although most creatures find the stuff nasty and unpalatable." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Burrulk.webp" + } + } + ] + } + }, + { + "name": "Carcerian Ranger", + "source": "PB5E", + "page": 16, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "17d8 + 34" + }, + "speed": { + "walk": 30, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 15, + "con": 14, + "int": 11, + "wis": 12, + "cha": 18, + "save": { + "dex": "+6", + "con": "+6", + "wis": "+5" + }, + "skill": { + "deception": "+8", + "perception": "+5", + "survival": "+5" + }, + "senses": [ + "truesight 10 ft.", + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "lightning", + "thunder", + "poison" + ], + "conditionImmune": [ + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Magic Weapons", + "entries": [ + "The ranger's weapon attacks are treated as magical." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The ranger deals an extra 10 ({@damage 3d6}) damage if they hit a target with a weapon attack when they had advantage on the attack roll." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ranger makes three gore attacks." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage and the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Psychic Storm {@recharge 5}", + "entries": [ + "The Carcerian ranger releases a pulse of psychic energy. All creatures within 20 feet of the ranger take 36 ({@damage 8d8}) psychic damage, or half damage with a successful {@dc 16} Dexterity saving throw. A creature that fails their saving throw is {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success." + ] + }, + { + "name": "Planar Tracking (Recharge after a Long Rest)", + "entries": [ + "The ranger concentrates on an object once owned or touched by a potential target. The target must make a {@dc 16} Wisdom saving throw (no matter where the target is located, assuming they are not somewhere protected against divination effects). If the save fails, the ranger senses the shortest, most direct physical route to the nearest extraplanar portal, magic item that grants planar travel, or other method for being transported to the plane of existence that leads to the quarry. From there, the ranger senses the direction and distance to the target, or senses the direction to the next nearest planar leg of their tracking journey. The ranger retains the fix until they finish their next long rest, at which time they can choose to keep the previously obtained fix, or let it go to begin tracking a new target." + ] + } + ], + "traitTags": [ + "Magic Weapons", + "Sneak Attack" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "TP" + ], + "damageTags": [ + "P", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "A Carcerian ranger is almost always encountered on their own, tracking an escapee from Carceri or some other prison across the multiverse.", + "Carcerian rangers have been known to stow away or buy passage on an astral ship heading to where their prey is hiding." + ] + }, + "When the impossible happens and a prisoner of Carceri absconds from the prison plane (from which, supposedly, no one can escape), Carcerian rangers sense the lapse. Eventually, one comes looking for the fugitive, no matter where across all the planes of existence they have fled.", + { + "type": "entries", + "name": "Demonic Pursuers.", + "entries": [ + "Carcerian ranger horns are useful for more than skewering foes. The great horns are sensitive to the desperate energy that fugitives imprint on the Psychosphere (a rarely encountered layer of the Astral Plane). However they manage it, once a ranger touches something the escapee owned or even just handled, it's only a matter of time before the ranger finds and subdues the target, clapping them in manacles and bodily dragging them back to their prison." + ] + }, + { + "type": "entries", + "name": "Nonexclusive Bounty Takers.", + "entries": [ + "Carcerian rangers accept fees in coin or in souls from those who summon them and engage their fugitive tracking services. And as long as the prey can be delivered dead or alive." + ] + }, + { + "type": "entries", + "name": "Psychoresonant Horns.", + "entries": [ + "Ranger horns not only give the rangers their edge in pursuing prey but also are resonant with psychic energy. Psions and others with expertise in the mental arts can crush these horns and use them as components for creating psionic meditations and objects of power. Doing so marks that psion to any other Carcerian ranger that crosses their path as a fugitive that needs to be transferred to Carceri, bounty or not." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Carcerian-Ranger.webp" + } + } + ] + } + }, + { + "name": "Carcinisating Vilomah", + "source": "PB5E", + "page": 17, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 18, + "dex": 12, + "con": 18, + "int": 13, + "wis": 14, + "cha": 12, + "skill": { + "deception": "+4", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "languages": [ + "Aquan", + "Common", + "Giant" + ], + "cr": "6", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The vilomah can breathe air and water." + ] + }, + { + "name": "Sever Limb", + "entries": [ + "The vilomah can remove one of her clawed arms as a bonus action or reaction (this is often done if she is grappling a creature and wants to move away). The severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the vilomah can see the arm and its target. The severed arm has AC 14 and 10 hit points. Each time the vilomah loses an arm, she loses a claw attack. She automatically regrows a lost arm after a few rounds." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "The vilomah casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 12}, {@hit 4} to hit with spell attacks):", + { + "type": "list", + "items": [ + "At will: poison spray ({@dice 2d12}), ray of frost ({@dice 2d8})", + "3/day each: barkskin, polymorph (into crab only, permanent duration), water breathing", + "1/day each: disguise self, {@spell dispel magic}" + ] + } + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vilomah makes two claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). The vilomah has two claws, each of which can grapple only one target." + ] + } + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AQ", + "C", + "GI" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "A vilomah may be encountered as part of a coven. A vilomah that is part of a coven has a challenge rating of 8 (3,900 XP).", + "Grieving hags who retreat to underwater or coastal locations become carcinisating vilomahs and have water-themed abilities, but those who choose other environments develop similar abilities relating to those places and the local vermin. For example, a desert-dwelling vilomah might develop scorpion-themed abilities, a city-dwelling one might take on a cockroach aspect, one in a forest might become more like a spider, and so on." + ] + }, + "A carcinisating vilomah resembles a monstrous withered crone that has partially transformed into a shelled animal. Portions of her body have hard growths like a crab, her hands are enlarged into grasping crab claws, and her eyes might extend out of their sockets on segmented eyestalks. Her flesh might be muted colors to help blend in with the walls of her lair, or it can be bright red, green, or violet if she is angry and aggressive.", + { + "type": "entries", + "name": "Grieving Hag.", + "entries": [ + "A vilomah was originally another kind of hag who was unusually attached to one of her daughters, only to be devastated when that daughter died (regardless of how old she was or the manner of her death). The hag finds an isolated place where she can retreat into her grief, hardening herself against the world, mentally and physically, transforming into a vilomah and developing magic appropriate to her lair and emotions." + ] + }, + { + "type": "entries", + "name": "Beast Brood.", + "entries": [ + "A carcinisating vilomah's lair is filled with dozens of common crabs, which were once intruders or local animals but were transformed by her polymorph spells. She feeds and frets over these creatures like an elderly human who takes care of dozens of cats, but she is not averse to snacking on them when distracted or when food is scarce. Threatening or harming her pets is the quickest way to provoke her ire." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Carcinisating-Vilomah.webp" + } + } + ] + } + }, + { + "name": "Champion of Summer", + "source": "PB5E", + "page": 17, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "9d8 + 36" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 18, + "con": 19, + "int": 12, + "wis": 16, + "cha": 13, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Sylvan" + ], + "cr": "4", + "trait": [ + { + "name": "Forest Displacement", + "entries": [ + "A magical illusion distorts the champion of Summer's actual location, causing attack rolls against it to have disadvantage. If the champion is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the champion is {@condition incapacitated} or has a speed of 0." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The champion has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The champion makes three attacks: two with its spear and one with its bite." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@dice 1d6 + 4}) for one-handed slashing damage, or 8 ({@dice 1d8 + 4}) for two-handed slashing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Remand to the Forest (Recharge after a Long Rest)", + "entries": [ + "If the champion's Forest Displacement ability is not disrupted this round, the champion can magically banish a target within 5 feet that it can see. The target must succeed on a {@dc 11} Wisdom saving throw or they vanish into the depths of what seems to be an endless forest somewhere deep in the Feywild. The target can use their action to attempt to escape. When they do so, they make a {@dc 20} Intelligence check. If they succeed, they escape the forest and reappear in the space they left or, if that space is occupied, in the nearest unoccupied space." + ] + } + ], + "reaction": [ + { + "name": "Forest Shield", + "entries": [ + "If the champion of Summer's Forest Displacement ability is not disrupted this round and the champion's Remand to the Forest ability is charged, a creature that misses a melee attack against the champion must succeed on a {@dc 11} Wisdom saving throw or be affected by Remand to the Forest." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Though humanoid in form and dressed in garb appropriate to a Feywild noble hunter, a champion of Summer's visage is that of a black-furred jaguar. Sinewy and fast, a champion of Summer is hard to focus on, as if they always stand partly veiled by canopies of Feywild forests. Each carries a unique favor given to them by a noble in the Court of Summer.", + { + "type": "inset", + "entries": [ + "Champions of Summer are usually found questing alone." + ] + }, + { + "type": "entries", + "name": "Pledged to the Court of Summer.", + "entries": [ + "The champion of Summer's favor\u2014such as a colorful ribbon, a gleaming charm, or a banner\u2014demonstrates their pledge of service to a particular noble in the mysterious Court of Summer. Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn't unique, with a quirky personality and a specific role to play in the court. The royalty of the Summer Court are beings of warmth and generosity, usually. But catch them during the change of the season, and they can be deadly adversaries just as easily. Often enough, various nobles have competing agendas. Thus, champions may sometimes work at cross purposes to each other." + ] + }, + { + "type": "entries", + "name": "Question on the Court's Behalf.", + "entries": [ + "The court sends pledged champions\u2014including champions of Summer\u2014out into the Feywild and across the wider multiverse to accomplish multifarious goals. Sometimes the goals are to protect those facing predation, other times to promote the growth of struggling forests or other biomes. Often, however, the goal is to collect a rare trophy (such as an exotic treasure or the head of an epic beast) for a given court member, as part of a hard-to-parse never-ending competition among court royalty." + ] + }, + { + "type": "entries", + "name": "Shrewd and Watchful.", + "entries": [ + "Champions of Summer don't like to give away their thoughts, jump to conclusions, or otherwise reveal their preferences to strangers. They avoid giving in to anger in the face of insults, and instead look for an advantage they might gain later in the pursuit of their larger goal." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Champion-of-Summer.webp" + } + } + ] + } + }, + { + "name": "Coal Nix", + "source": "PB5E", + "page": 19, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 44, + "formula": "8d6 + 16" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 16, + "dex": 17, + "con": 15, + "int": 12, + "wis": 16, + "cha": 12, + "skill": { + "deception": "+3", + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "fire" + ], + "languages": [ + "Sylvan", + "Dwarvish", + "Gnomish", + "Goblin", + "Orc" + ], + "cr": "3", + "trait": [ + { + "name": "Coaldust Aura", + "entries": [ + "An aura of swirling, magical coal dust surrounds the coal nix. If a breathing creature starts their turn within 20 feet of the coal nix, the creature must succeed at a {@dc 12} Constitution saving throw if the coal nix isn't {@condition incapacitated}. On a failed save, the creature breathes in too much coal dust and begins violently choking. A violently choking creature is {@condition incapacitated} and suffocating, as they can do nothing but loudly hack and cough. As long as they are conscious, an affected creature can repeat the saving throw at the end of each of their turns, ending the effect on them on a success.", + "Once a creature recovers from this condition, they have advantage on saving throws to the Constitution save to avoid the effect for the next 24 hours. A breathing creature that takes precautions, such as wetting a cloth and breathing through that, also has advantage on their saving throw to avoid the initial effect." + ] + }, + { + "name": "Coaldust Cloak", + "entries": [ + "In dim and dark conditions, a coal nix has advantage on Stealth checks." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The coal nix can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The coal nix makes three war pick attacks." + ] + }, + { + "name": "War Pick", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage." + ] + }, + { + "name": "Decohere {@recharge 5}", + "entries": [ + "A coal nix collapses into a whirlwind of spinning coal dust. All creatures in a 20-foot radius centered on the coal nix take 22 ({@damage 5d8}) slashing damage and are {@condition blinded} until the end of their next turn; a successful {@dc 14} Dexterity saving throw reduces damage to half and negates the blindness.", + "As part of its Decohere attack, a coal nix can move their speed before or after the attack without drawing an attack of opportunity, has a fly speed of 30 feet, and can move through a space as narrow as 1 inch wide without squeezing. The coal nix maintains a decohered state until the beginning of their next turn." + ] + } + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "D", + "G", + "GO", + "O", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "At about 3 feet tall, these coal-dark beings resemble spindly dwarves always surrounded by a cloud of swirling, choking coal dust. Clutching a war pick in one hand and laden with bags of coal, these bearded fey are brooding, perennial miners. They like to claim underground coal fields for themselves, and are jealous of others, wherever they might be, who try to claim coal for their own.", + { + "type": "inset", + "entries": [ + "A lone coal nix prospector or a group of four to six coal nix miners can be encountered in any underground location adjacent to potential valuable minerals." + ] + }, + { + "type": "entries", + "name": "Untrustworthy Guides.", + "entries": [ + "Their covetous ways mix with their often-sinister goals so that in some circles, coal nixies are thought of as creatures that help people find coal and other valuable minerals beneath the earth. A coal nix may indeed offer to lead prospectors to just such a find, but more often than not, it actually leads them astray, or directly into a dangerous situation or trap." + ] + }, + { + "type": "entries", + "name": "Coal Seams Between Worlds.", + "entries": [ + "Coal nixies are of the Feywild, where coal beds are shot through with refulgent seams. They sometimes follow those seams to various worlds of the Material Plane, where other coal nixies have yet to make a claim. In such worlds, they spy on dwarves, orcs, and other creatures that mine underground, sometimes allying with them, but eventually betraying any trust they've built up." + ] + }, + { + "type": "entries", + "name": "Coal Dust.", + "entries": [ + "Coal nixies produce a constant cloud of soot and magical, choking coal dust (akin to pixie dust). At need, they can briefly become a dangerous, spinning cloud of coal dust themselves." + ] + }, + { + "type": "entries", + "name": "Fey Spirit.", + "entries": [ + "A coal nix doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Coal-Nix.webp" + } + } + ] + } + }, + { + "name": "Convergent Killer", + "source": "PB5E", + "page": 20, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "varies" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 142, + "formula": "19d8 + 57" + }, + "speed": { + "walk": 60 + }, + "str": 18, + "dex": 16, + "con": 16, + "int": 17, + "wis": 14, + "cha": 15, + "save": { + "dex": "+6", + "con": "+6", + "int": "+6" + }, + "skill": { + "athletics": "+7", + "deception": "+5", + "perception": "+5", + "stealth": "+6" + }, + "passive": 15, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "whatever languages the targeted character speaks" + ], + "cr": "7", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "Until the convergent killer reveals themself as an alternate version, they are indistinguishable from the version of the character they have targeted to kill." + ] + }, + { + "name": "Killer in You (Is the Killer in Me)", + "entries": [ + "In addition to their other abilities, the convergent killer has a duplicate of a signature attack, ability, spell, item, or artifact of the character they have targeted, or an attack, ability, spell, item, or artifact that the targeted character has been seeking. The convergent killer uses the attack against the targeted character each round as a bonus action. If the duplicate is an artifact or item, it falls back to its home dimension upon the convergent killer's death." + ] + }, + { + "name": "Convergent Regeneration", + "entries": [ + "The killer regains 10 hit points at the start of their turn while their target is within 30 feet of them. The killer dies only if ithey start their turn with 0 hit points and aren't within 30 feet of a parallel duplicate. If the killer eliminates their target, the killer is completely healed and rejuvenated, and their Parallel Door ability recharges. The eliminated target's body turns to dust." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The convergent killer makes three greatsword (or some other weapon) attacks." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Parallel Door (Recharge on Death of Targeted Character)", + "entries": [ + "The convergent killer is transferred to another plane, usually another world of the Material Plane, where another parallel version of them exists." + ] + }, + { + "name": "Dimensional Rift {@recharge 5}", + "entries": [ + "The convergent killer instantly moves their speed, creating a 50-foot line that is 5 feet wide. The movement is so sudden (effectively a teleport) that it doesn't provoke opportunity attacks from enemies along the line. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 36 ({@damage 8d8}) radiant damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Only One", + "entries": [ + "When reduced to 0 hit points, the convergent killer makes one final Killer in You attack before dying." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "R", + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A parallel version of a character, bedecked in all manner of strange items from hundreds of different dimensions, tracks them down across the multiverse to kill them.", + { + "type": "inset", + "entries": [ + "Convergent killers usually act alone, though a group targeting a parallel group is possible." + ] + }, + { + "type": "inset", + "name": "Law of Self-Cancellation:", + "entries": [ + "If a creature meets a parallel version of themselves from the Planes of Mirror and Shadow, there is a chance one or both will become obsessed with killing the other. In some cases, that psychosis spreads to other, unrelated creatures, until finally whole dimensions could be extinguished." + ] + }, + { + "type": "entries", + "name": "Purposeful Assassination.", + "entries": [ + "A convergent killer may have decided to track down all other versions of themself because of overweening narcissism. They may do it to subsume the power of all the alternates. Or perhaps an alternate version of the character\u2014or the character themself\u2014mucked with magic that briefly produced a parallel version of themself, thus invoking the little-understood and rarely encountered Law of Self-Cancellation In any case, the convergent killer is the result." + ] + }, + { + "type": "insetReadaloud", + "name": "Still Alive.", + "entries": [ + "The mind of an assassinated duplicate character is retained in the convergent killer's body. A strong-willed victim could attempt to become the dominant personality. If the killer suffers severe trauma, goes unconscious, or something similar happens, the victim can attempt a {@dc 14} Wisdom check. If successful, they become the dominant personality, effectively returning to life in a new body with their original stats (but possibly not their original equipment). However, until they receive a {@spell greater restoration} or similar magic, the convergent killer's mind waits in the wings to regain control should the character go unconscious because of magic or trauma." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Convergent-Killer.webp" + } + } + ] + } + }, + { + "name": "Crooked Roach", + "source": "PB5E", + "page": 21, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 14, + "dex": 13, + "con": 16, + "int": 11, + "wis": 16, + "cha": 6, + "skill": { + "perception": "+5", + "stealth": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common" + ], + "cr": "2", + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "The roach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Startling", + "entries": [ + "When the roach attacks a creature from hiding for the first time in any 24-hour period, its target must make a successful {@dc 13} Wisdom saving throw or be {@condition frightened} until the end of their next turn." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the roach has disadvantage on attack rolls, as well as on Perception checks that rely on sight." + ] + }, + { + "name": "Crooked Curse", + "entries": [ + "Wounds from a crooked roach confer a warping curse on a failed {@dc 13} Constitution saving throw. The target's skin begins to roughen and flake, their limbs begin to twist, strange growths begin to appear on the creature, they become ruinously hungry all the time, and bright light becomes bothersome. During this initial period lasting {@dice 2d4} days, the target has disadvantage on all attacks, saves, and checks. If the cursed creature does not benefit from a remove curse, {@spell dispel magic}, or similar treatment within this initial period, they must succeed on another {@dc 13} Constitution saving throw when the initial period ends. On a failed save, the target fully transforms bodily into a crooked roach.", + "The transformed creature can resist their curse or embrace it. Resisters retain their normal alignment and personality, but must live in the dark and deal with their new crooked shape. Those who accept their fate scuttle off to find the nearest crooked roach nest." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The roach makes two attacks: one with their claw and one with their bite." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage and the target is subject to a Crooked Curse." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage and the target is subject to a Crooked Curse." + ] + } + ], + "traitTags": [ + "Spider Climb", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "Lair Protectors. Crooked roaches are intelligent and territorial, regarding all other creatures as enemies or food (or usually both). Within any given lair, a roach abides by what is best for the group, and an individual thinks little of sacrificing itself to protect its fellows or a hidden nest." + ] + }, + { + "type": "insetReadaloud", + "name": "Variant: Strange Ability", + "entries": [ + "Some crooked roaches have odd abilities or can cast spells. One such ability allows them to mentally assault prey.", + "Psychic Crush (Recharge 5\u20136). The roach targets one creature that it can sense within 60 feet. On a failed DC 13 Intelligence saving throw, the target takes 10 ({@damage 3d6}) psychic damage, or half as much damage on a successful save." + ] + }, + "Human-sized roaches with human faces, crooked roaches come out in the dark, but otherwise dwell in dim tunnels, abandoned basements, and ruins. Sometimes groups of roaches emerge at night under the cover of cloud, looking to establish new infestations.", + { + "type": "entries", + "name": "Cataclysm Forged.", + "entries": [ + "Hailing from a distant dimension of twisted magic and incomprehensible energies, crooked roaches (also sometimes called \"Cataclyst roaches\") are a segment of a once-humanoid population that waged a horrific war. The descendants of those humanoids paid a terrible price, as did all in that distant realm." + ] + }, + { + "type": "entries", + "name": "Twisted Abilities.", + "entries": [ + "The cruel energies and magic that blasted their world and reshaped their bodies also granted crooked roaches various strange abilities. Each roach is misconfigured differently, and a few have an equally twisted aggressive power they can use to acquire food and secure new lairs. Some of these include the ability to step into other dimensions, which is how crooked roaches began spreading through the multiverse." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Crooked-Roach.webp" + } + } + ] + } + }, + { + "name": "Cryptic Moth", + "source": "PB5E", + "page": 22, + "size": [ + "L" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 93, + "formula": "11d10 + 33" + }, + "speed": { + "walk": 30, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 13, + "dex": 19, + "con": 16, + "int": 11, + "wis": 12, + "cha": 13, + "save": { + "con": "+5", + "wis": "+3", + "cha": "+3" + }, + "skill": { + "arcana": "+4", + "intimidation": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "vulnerable": [ + "lightning" + ], + "languages": [ + "language of moths", + "Sylvan", + "some speak Common" + ], + "cr": "4", + "trait": [ + { + "name": "Magical Light Sensitivity", + "entries": [ + "While in magical light, the cryptic moth has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The cryptic moth regains 10 hit points at the start of its turn in dim light or darkness. This trait doesn't function if the moth took lightning damage since the end of its previous turn. The moth dies if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Dim Flyby", + "entries": [ + "In dim light or darkness, the cryptic moth doesn't provoke an opportunity attack when it flies out of an enemy's reach." + ] + }, + { + "name": "Dim Invisibility", + "entries": [ + "In dim light or darkness, the cryptic moth can turn {@condition invisible} as a bonus action. The invisibility ends if the moth attacks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The cryptic moth makes three melee attacks: two with its claws and one with its wings." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage." + ] + }, + { + "name": "Wings", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage and 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Moth Eclipse (Recharge after a Short or Long Rest)", + "entries": [ + "A swarm of razor-winged moths (treat as a swarm of bats with wing attacks that inflict slashing damage) appears at a location within 60 feet of the cryptic moth, filling a 15-foot radius, and does the cryptic moth's bidding for up to 10 minutes. When the moths appear, natural light sources in that area are extinguished, and if any of this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." + ] + }, + { + "name": "Battle Flutter {@recharge}", + "entries": [ + "The cryptic moth beats its wings in a special tempo, and up to three allies\u2014including a swarm of moths, if any\u2014that can hear the sound and are within 30 feet of the cryptic moth can each make one melee attack as a reaction." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "Pairs of cryptic moths often hunt by night in Material Plane worlds, using fey crossings as needed.", + "Cryptic moths sometimes summon a moth swarm using Moth Eclipse to serve as a fashion accessory or component in a piece of living art, rather than as an ally in combat." + ] + }, + "Normal moths are enigmatic, gauzy haunts of twilight. The feathery touch of their wings on your face can startle, even frighten. This is only to be expected, since moths are the children of cryptic moths, malign and intelligent entities of the Feywild.", + { + "type": "entries", + "name": "Uniquely Beautiful, Consistently Dangerous.", + "entries": [ + "Sometimes referred to as mothmen, other times as shadow faeries, cryptic moths are not of the Material Plane, despite preferring to hunt there. Each possesses a unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the hierarchy a particular cryptic moth stands among its siblings of the night, but for those who don't speak the language of moths, the complexity of their social structure is difficult to parse or ever fully understand." + ] + }, + { + "type": "entries", + "name": "Hungry and in Need of Egg Hosts.", + "entries": [ + "Although very few cryptic moths speak humanoid languages, peaceful interaction with these creatures is not impossible. It's just very difficult, as they see most humanoids as a source of food or as breeding stock (to lay their eggs in)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Cryptic-Moth.webp" + } + } + ] + } + }, + { + "name": "Cumulopine", + "source": "PB5E", + "page": 23, + "size": [ + "H" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 136, + "formula": "16d12 + 32" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 22, + "dex": 16, + "con": 14, + "int": 7, + "wis": 14, + "cha": 12, + "save": { + "dex": "+6", + "con": "+5", + "wis": "+5" + }, + "skill": { + "perception": "+5", + "performance": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "cold" + ], + "immune": [ + "thunder", + "lightning" + ], + "languages": [ + "understands Primordial but can't speak" + ], + "cr": "6", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While in cloud form, the wolf is indistinguishable from a regular cloud (unless it chooses to sculpt its shape)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wolf makes two bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Thundering Growl {@recharge 5}", + "entries": [ + "The wolf's growl is a sudden, shocking thunderclap that deafens and damages creatures within 30 feet. Targets take 36 ({@damage 8d8}) thunder damage and are {@condition deafened} for 1 minute on a failed {@dc 13} Constitution saving throw, or half that on a successful save, which also prevents deafness. The deafness can be cured early with a {@spell lesser restoration} spell." + ] + }, + { + "name": "Thunderstorm Breath {@recharge 5}", + "entries": [ + "The wolf exhales a 30-foot cone of lightning and thunder. Those in the area of effect take 22 ({@damage 4d10}) thunder damage and 22 ({@damage 4d10}) lightning damage, or half damage with a successful {@dc 13} Dexterity saving throw." + ] + }, + { + "name": "Cloud Shape", + "entries": [ + "The wolf magically polymorphs into an incorporeal grey-white cloud or back into its true form. Any equipment it is wearing or carrying is absorbed into the cloud. It reverts to a cloud shape if it dies, and slowly disperses like a regular cloud over time.", + "In cloud shape, the wolf retains its alignment, hit points, Hit Dice, fly movement, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. It loses all its other actions except for Cloud Door, Cloud Shape, and Control Weather. In cloud form, the wolf can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In cloud form, the wolf is resistant to nonmagical weapon attacks, is immune to poison, and can't be {@condition grappled}, exhausted, or {@condition paralyzed}." + ] + }, + { + "name": "Control Weather (1/Day)", + "entries": [ + "Over a 10-minute period, weather in a 5-mile radius centered on the cloud wolf changes as the wolf desires, including increasing or decreasing cloud cover; changing wind direction; turning clear conditions to rain, hail, or snow; turning inclement weather clear; or anything in between. The conditions persist for up to 8 hours, but only as long as the cloud wolf is in the area." + ] + }, + { + "name": "Cloud Door (Cloud Form Only; Recharge after a Short or Long Rest)", + "entries": [ + "The cloud wolf and up to three other cloud wolves are transported to a different plane of existence known to the wolf where clouds are present." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "CS", + "P" + ], + "damageTags": [ + "L", + "P", + "T" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "Cloud wolves often hunt alone but may also be part of a small cluster of two to five." + ] + }, + "Ever seen a cloud that looks like a face or a castle . . . or a wolf? Hopefully, it's just a chance resemblance to something familiar, not actually a native of the Plane of Air hunting in cloud shape, stalking prey moving across the landscape below.", + { + "type": "entries", + "name": "Cloud Wolves", + "entries": [ + "Natives of the Elemental Plane of Air, cumulolupines (also commonly called \"cloud wolves\") are lone stalkers, given to migrating to other dimensions with clouds and sources of food, and occasionally, part of djinn-organized hunts. In appearance and in manner, cloud wolves resemble mundane wolves, though ones much larger than the regular kind, and only when they're not in cloud form." + ] + }, + { + "type": "entries", + "name": "Hungry but Playful.", + "entries": [ + "A cumulolupine hunts nearly anything if it's hungry enough, including humanoids. If not desperate for food, a cloud wolf may spend its time in cloud form, taking on all manner of different shapes to delight (or frighten) viewers on the ground below." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Cumulolupine.webp" + } + } + ] + } + }, + { + "name": "Curse of the Crypt", + "source": "PB5E", + "page": 24, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 60, + "formula": "11d8 + 11" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 16, + "con": 12, + "int": 14, + "wis": 18, + "cha": 12, + "save": { + "dex": "+6", + "wis": "+7", + "cha": "+4" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 17, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "telepathy 120 ft." + ], + "cr": "6", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The curse has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The curse's weapon attacks are magical." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The curse has advantage on saving throws against turning. If turned, the curse can repeat its saving throw each round on its turn to end the effect early." + ] + }, + { + "name": "Walking Curse", + "entries": [ + "A target who fails a {@dc 15} Wisdom saving throw after entering a warded tomb is cursed, though they probably don't know how. Within about six to nine months, a curse of the crypt tracks them down. Cursed targets take double damage from the curse of the crypt's attacks. Remove curse and similar magic fail to remove the curse that calls the avenging undead to slay the target. This curse can be broken only by a {@spell wish} spell, the death of the target, or the destruction of the curse of the crypt." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The curse of the crypt makes two melee or ranged attacks." + ] + }, + { + "name": "Cursed Blade", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 16 ({@damage 3d10}) necrotic damage." + ] + }, + { + "name": "Cursed Ray", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 2d8}) necrotic damage and the target has disadvantage on Strength checks for 1 hour." + ] + }, + { + "name": "Fear of the Crypt (3/Day)", + "entries": [ + "One creature within 30 feet that fails a {@dc 15} Wisdom saving throw drops whatever they are holding and is {@condition frightened} for 1 minute. While {@condition frightened} by this magic effect, a creature takes the Dash action and moves away from the curse by the safest available route each turn, unless there is nowhere to move. If the creature ends their turn in a location where they don't have line of sight to the curse of the crypt, they can make a Wisdom saving throw. On a successful save, the effect ends early." + ] + }, + { + "name": "Grip of the Curse (3/Day)", + "entries": [ + "A living creature within 90 feet that fails a {@dc 15} Wisdom saving throw is {@condition paralyzed} for 1 minute. The target can attempt another save at the end of each turn to end the effect early." + ] + }, + { + "name": "Planar Stalker (1/Day)", + "entries": [ + "The curse of the crypt gains the benefit of the {@spell plane shift} spell for itself." + ] + } + ], + "reaction": [ + { + "name": "Spell Parry (3/Day)", + "entries": [ + "The curse adds 5 to its saving throw against one spell that targets only it. If the save is successful and the spell is 7th level or lower, the spell has no effect on the curse and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "TP" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "A curse of the crypt always stalks its prey alone. Once manifest, a given curse may have a mental list of several targets to visit, each one in turn.", + "A curse of the crypt uses its Fear of the Crypt ability to peel away allies from its primary target.", + "The curse is sometimes associated with the {@creature tomb of winter|PB5E} (page 137)." + ] + }, + "Breaking into a tomb sealed by defensive magic can have immediate consequences. Other times a curse slowly gathers magic, finally investing nearby remains as an undead avenger tasked with finding the intruder.", + { + "type": "entries", + "name": "Death to Grave Invaders.", + "entries": [ + "\"Walking curses\" track down grave robbers months or years later, traveling as far as necessary to find their quarry, across mountains, seas, and even planar boundaries." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Curse-of-the-Crypt.webp" + } + } + ] + } + }, + { + "name": "Delurazon", + "source": "PB5E", + "page": 25, + "size": [ + "H" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 162, + "formula": "13d12 + 78" + }, + "speed": { + "walk": 30, + "burrow": 30, + "climb": 30 + }, + "str": 25, + "dex": 9, + "con": 23, + "int": 2, + "wis": 14, + "cha": 6, + "save": { + "str": "+11", + "con": "+10" + }, + "skill": { + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 120 ft." + ], + "passive": 16, + "resist": [ + "cold", + { + "resist": [ + "piercing", + "slashing" + ], + "note": "from nonmagical weapons that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "blinded" + ], + "cr": "9", + "trait": [ + { + "name": "Spiky Body", + "entries": [ + "A creature that touches the delurazon or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) piercing damage." + ] + }, + { + "name": "Treasure Sense", + "entries": [ + "The delurazon can pinpoint (by scent) the location of precious metals and stones, such as coins and gems, within 60 feet of it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The delurazon makes two bite attacks and three tendril attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) piercing damage. If the target is a Medium or smaller creature {@condition grappled} by the delurazon, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the delurazon, and it takes 10 ({@damage 3d6}) acid damage and 10 ({@damage 3d6}) bludgeoning damage at the start of each of the delurazon's turns.", + "If the delurazon takes 20 damage or more on a single turn from a creature inside it, the delurazon must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 5 feet of the delurazon. If the delurazon dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}The target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}. The delurazon can grapple up to three targets at once." + ] + } + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "A single delurazon may be found in the company of two or three {@creature xorn|MM}." + ] + }, + "Looking much like a huge, stony star-nosed mole covered in metal spines, a delurazon is a casual hunter on the Plane of Earth and adjacent planes, digging tunnels to search for living creatures, metals, and raw gemstones, which it eats as food. It is able to pull food into its mouth even when traveling at full speed.", + { + "type": "entries", + "name": "Prey Fixation.", + "entries": [ + "Although it's common for a delurazon to simply pass by or over a creature that isn't in its direct path, sometimes it senses something especially flavorful nearby and relentlessly pursues that prey for several minutes. The delurazon continues to eat other things even as it chases this chosen prey." + ] + }, + { + "type": "entries", + "name": "Xorn Herder.", + "entries": [ + "Delurazons often attract multiple {@creature xorn|MM}, trailing these creatures in its wake as it crawls and digs through the ancient rock of its home plane. The two kinds of creatures do not appear to communicate, and the delurazon sometimes bites a {@creature xorn|MM} that gets too close to its face, but otherwise the xorn seem content to roam near the much larger creature, sometimes gobbling up items the great beast ignores or that pass through its digestive tract." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Delurazon.webp" + } + } + ] + } + }, + { + "name": "Inexorable", + "source": "PB5E", + "page": 26, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 59, + "formula": "7d10 + 21" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 19, + "dex": 16, + "con": 16, + "int": 11, + "wis": 12, + "cha": 7, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "lightning" + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "telepathy 60 ft." + ], + "cr": "4", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The inexorable makes five attacks: one with its bite and four with its sharp wings." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Wing", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + }, + { + "name": "Perfect Attack (1 Use, Never Recharges)", + "entries": [ + "The inexorable makes all five attacks as if having rolled a critical for each one. The attacks automatically hit and deal double normal damage. Furthermore, the attacks are treated as magical attacks." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "TP" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "Inexorables are usually encountered in groups of two to five." + ] + }, + "A powerful demon of the Abyss bred an army of dual-winged, skull-visaged demons from her own flesh. These creatures, called inexorables, are mostly short-lived. If the situation is desperate enough, they use up their one-time-only ability to execute a single perfect attack against the foe of their choosing. The cost of using their transcendent ability is typically their life.", + { + "type": "entries", + "name": "Prudent.", + "entries": [ + "Inexorables don't impulsively use up their perfect attack, given that their life comes to an end afterward. Instead, they usually save that ability for when they have no other choice. Unlike some demons, inexorables have a sense of self-preservation. At least, that is, until they've had children (which they do by budding). After that, their impulsivity returns." + ] + }, + { + "type": "entries", + "name": "Special-Purpose Soldiers.", + "entries": [ + "Bred for war in the Lower Planes against other demons, inexorables know something of fighting fiends. One trick involves feigned fear and obeisance, which they keep up just long enough to surprise their foe. If that surprise comes as a perfect attack, it's all the more effective." + ] + }, + { + "type": "entries", + "name": "Capable of Cooperation.", + "entries": [ + "Because they once had a sort of order imposed on them by their demon queen, inexorables have the potential to follow a hierarchy. Sometimes demons from other parts of the Abyss make an alliance with inexorables, using them as honor guards or in other positions of importance. Praising and honoring an inexorable is an effective tool in dealing with them." + ] + }, + { + "type": "entries", + "name": "Planar Flyers.", + "entries": [ + "The many layers of the Abyss, especially those where fire and magma predominate, are home to small inexorable groups that have spread out from their birthplace. When the wind is just right, they can even dive into higher dimensions, including worlds of the Material Plane.", + "If they do manage to make it to a Material Plane world, the demons, perhaps inevitably, are found as captives of a spellcaster bent on acquiring personal power no matter the cost. Having learned about the inexoreables's birth in a demonic alchemical lab, these casters try to discover the secret of creating similar servitor creatures, ones bred from their own flesh." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Inexporable.webp" + } + } + ] + } + }, + { + "name": "Izamaz", + "source": "PB5E", + "page": 27, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d10 + 20" + }, + "speed": { + "walk": 5, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 12, + "con": 14, + "int": 18, + "wis": 15, + "cha": 16, + "save": { + "con": "+5", + "int": "+7", + "wis": "+5", + "cha": "+6" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 120 ft.", + "truesight 30 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Abyssal", + "Infernal", + "telepathy 160 ft.", + "and several Material Plane languages" + ], + "cr": "8", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The izamaz has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Tactical Advantage", + "entries": [ + "All demons within 30 feet of an izamaz have advantage on attack rolls if the izamaz can see their target and can communicate with the demon (either verbally or telepathically)." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "The izamaz casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 15}, {@hit 7} to hit with spell attacks):", + { + "type": "list", + "items": [ + "At will: hunter's mark, mage hand, minor illusion, thaumaturgy", + "3/day each: charm person, clairvoyance, detect magic, detect thoughts, hold person, true strike", + "1/day each: counterspell, dimension door, {@spell dispel magic}, dominate person" + ] + } + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The izamaz makes one bite attack and two eye ray attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}21 ({@damage 5d6 + 4}) piercing damage." + ] + }, + { + "name": "Eye Ray", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 5d6}) fire or necrotic damage." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "I", + "TP" + ], + "damageTags": [ + "F", + "N", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An izamaz is a fiend with a genius-level intellect who uses its knowledge to lead and support other demons. Its body is mostly a giant gnarled, brain-like head, with a leering demonic face in front and a few crab-like limbs dangling underneath.", + { + "type": "entries", + "name": "Advisors and Tacticians.", + "entries": [ + "Izamaz are very intelligent and know how to make the best use of their allies' abilities. Although dangerous on their own, they make their companions even more skilled and lethal; it is common for an izamaz to remain in the rear guard during a battle, giving advice and orders. Many of them consider it a point of pride and honor to not attack, seeing such things as a failure of their intellect and tactics. However, if they are personally threatened or the odds turn against their side, they're quick to step in with their own formidable abilities." + ] + }, + { + "type": "entries", + "name": "Cruel and Confusing.", + "entries": [ + "Izamaz enjoy manipulating and distracting their foes. In combat, they often claim to be an innocent creature enslaved by their demonic companions, all the while biting and blasting their foes with magic. If their opponents try to counteract whatever magic is \"controlling\" the izamaz, the demon thanks them for their help, praises them, and continues to attack." + ] + }, + { + "type": "entries", + "name": "Arrogantly Competitive.", + "entries": [ + "Arrogantly Competitive. An izamaz believes its tactics are superior to anything other demons could come up with, and as such they don't take well to having their orders questioned or countermanded by demons of equal or lesser power\u2014 especially other izamaz. They have the practical sense to not begrudge imperfect commands from their superiors." + ] + }, + { + "type": "inset", + "entries": [ + "Izamaz are usually encountered with other demons, but typically only one izamaz associates with a particular group. A demon lord or powerful Abyssal general who has multiple izamaz at their disposal usually has them work with separate groups so they don't squabble." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Izamaz.webp" + } + } + ] + } + }, + { + "name": "Roggidj", + "source": "PB5E", + "page": 28, + "size": [ + "H" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "8d12 + 24" + }, + "speed": { + "walk": 40, + "burrow": 10, + "climb": 20 + }, + "str": 18, + "dex": 10, + "con": 16, + "int": 7, + "wis": 12, + "cha": 7, + "save": { + "str": "+7", + "con": "+6" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 40 ft." + ], + "passive": 15, + "languages": [ + "Abyssal" + ], + "resist": [ + "cold", + "fire", + "lightning" + ], + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "5", + "trait": [ + { + "name": "Burning Slime {@recharge}", + "entries": [ + "As a bonus action, the roggidj covers itself in a slime that ignites upon contact with air. All of its attacks inflict an additional 3 ({@damage 1d6}) acid damage for one round." + ] + }, + { + "name": "Trampling Charge", + "entries": [ + "If the roggidj moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the roggidj can make one stomp attack against it as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The roggidj makes three claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Stomp", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition prone} creature. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage." + ] + } + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The demons of the Abyss have countless forms, many of which don't resemble anything humanoid at all. The roggidj is one such creature, an elephant-sized ball of clawed limbs around a hidden central trunk, with long eyestalks flicking in and out like a serpent's tongue.", + { + "type": "inset", + "entries": [ + "Roggidj are encountered alone or in groups, but it's not uncommon to find two of them violently tearing each other apart, perhaps due to rivalries or as some mating ritual." + ] + }, + { + "type": "entries", + "name": "Unsubtle Fiend.", + "entries": [ + "Roggidj live only for violence, moving rapidly across the land by grasping with their various claws and rolling instead of running. They pause long enough to tear a foe apart or crush them, often celebrating an enemy's death by ripping the corpse to shreds or grinding it into a bloody paste on the ground." + ] + }, + { + "type": "entries", + "name": "Composite Creature.", + "entries": [ + "A roggidj acts like an agglomeration of multiple creatures; in the rare times they choose to communicate, they refer to themselves as \"we\" or \"us.\" The shapes of their short limbs vary considerably, looking like humanoid hands or feet, bird talons, claws of beasts or fiends, fleshy hooks, and so on. They have been known to slowly roll through the sites of battles in the Lower Planes, tearing off the limbs of the dead and dying and incorporating these parts into their own forms. Abyssal generals claim that slowly tearing a roggidj in half in just the right way creates two smaller ones that (if supplied with fiendish limbs) quickly grow to full size." + ] + }, + { + "type": "inset", + "entries": [ + "It is a common tactic for a roggidj to charge at one creature, knock it {@condition prone}, then roll over their foe (a Stomp attack) and repeat this on a second creature." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Roggidj.webp" + } + } + ] + } + }, + { + "name": "Avernus Observer", + "source": "PB5E", + "page": 29, + "size": [ + "S" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 150, + "formula": "20d6 + 80" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 15, + "con": 19, + "int": 9, + "wis": 20, + "cha": 12, + "skill": { + "perception": "+8" + }, + "senses": [ + "truesight 60 ft.", + "darkvision 120 ft." + ], + "passive": 18, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Infernal" + ], + "cr": "8", + "trait": [ + { + "name": "See Through Ruse", + "entries": [ + "When an Avernus observer is subjected to a spell from the school of illusion or enchantment, it automatically succeeds on the saving throw and regains 13 ({@dice 3d8}) hit points on any round it doesn't take damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Avernus observer makes {@dice 1d4 + 1} (reroll each turn) slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage." + ] + }, + { + "name": "Collapse Possibility {@recharge 5}", + "entries": [ + "The Avernus observer targets one creature it can see within 30 feet of it. The targeted creature must make a {@dc 16} Wisdom saving throw. On a failed saving throw, the target becomes the worst version of itself from across multiple timelines. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While the worst version of itself, the target's speed is reduced by half, it can't take reactions, it can take either an action or a bonus action on its turn (but not both), and it must roll a {@dice 1d4 - 1} with each attack roll, ability check, and saving throw, subtracting the result from the roll's total." + ] + }, + { + "name": "Gaze of Confusion {@recharge 5}", + "entries": [ + "The Avernus observer targets one creature it can see within 30 feet of it that can also see it. The target must succeed on a {@dc 16} Wisdom saving throw or become confused as to which reality strand it exists within, and is affected as the {@spell confusion} spell for 1 minute. At the end of each of its turns, an affected target can make another saving throw. If it succeeds, this effect ends for that target." + ] + } + ], + "reaction": [ + { + "name": "Dimension Slide (Recharge 5-6)", + "entries": [ + "When a creature the Avernus observer can see moves within 5 feet of it, the observer can shift to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space." + ] + } + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "I" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A fiend spawned on the banks of a river of blood in Avernus, the observer is a devil that misses nothing. As a weapon used by some devils against others, an Avernus observer is a powerful equalizer, as they can see how possibilities play out over alternate timelines. But Avernus observers are more interested in corrupting mortals in other planes, making certain that everyone is literally living in the worst timeline by collapsing their realities to those that are the most desperate and fell.", + { + "type": "entries", + "name": "False Bargains, Shattered Hopes.", + "entries": [ + "Like other devils, Avernus observers delight in entering into compacts with mortals hoping to improve their own circumstances. But even more so than other devils, Avernus observers are adept at seeing the loopholes in their own contracts. It's rare that someone who strikes a bargain with an observer doesn't end up defaulting, usually through no direct fault of their own, but because of circumstances outside of their control. But contracts don't care, and their souls become forfeit." + ] + }, + { + "type": "entries", + "name": "Rebuking Reality", + "entries": [ + "An Avernus observer sees into many alternate realities at once, always finding the worst possible outcome for its foes. It manages this feat by pulling on the threads of possibility by pure focus on its nearly unparalleled ability to see and concentrate on a single outcome. Few can pull failure from the jaws of victory quite so well as an Avernus observer." + ] + }, + { + "type": "entries", + "name": "Hellish Gamble", + "entries": [ + "Avernus observers delight in making personal wagers against other creatures, betting on outcomes that seem as if they should be entirely random. But an observer's ability to see the worst outcome for an opponent often translates to a win for the devil, with the loser's soul paid in compensation." + ] + }, + { + "type": "inset", + "entries": [ + "Usually only lone Avernus observers are encountered." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Avernus-Observer.webp" + } + } + ] + } + }, + { + "name": "Blood Hellion", + "source": "PB5E", + "page": 30, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 313, + "formula": "33d10 + 132" + }, + "speed": { + "walk": 40, + "swim": 40 + }, + "str": 19, + "dex": 13, + "con": 19, + "int": 18, + "wis": 15, + "cha": 18, + "save": { + "dex": "+8", + "con": "+10", + "wis": "+8", + "cha": "+10" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapons", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "18", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the hellion's darkvision." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The hellion's weapon attacks are magical.", + "Blood-Linked Regeneration. The blood hellion regains 10 hit points at the end of its turn if it dealt at least 1 piercing, slashing, or bludgeoning damage to a creature within 30 feet of it, or if a creature within 30 feet of it bleeds (as blood from the wound forms rivulets, crosses to the hellion, and infuses it). The blood hellion dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hellion makes four attacks: two with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 5d4 + 4}) slashing damage and the target loses 5 hit points from bleeding at the start of each of their turns for 1 minute unless they receive magical healing. Bleeding damage is cumulative; the target loses 5 hit points per round for each bleeding wound they take from this attack.", + "Hell-Lit Blood (Recharge 5-6). A living creature the blood hellion can see within 60 feet must succeed on a {@dc 17} Constitution saving throw, or their blood burns. The affected creature is {@condition incapacitated} and can't move or speak, other than to scream in unutterable pain. The affected creature takes 10 ({@damage 3d6}) fire damage each round, bypassing fire resistance (if any). Each round at the end of their turn, the creature can attempt another saving throw to end the effect. If a target is bleeding from one or more bite or claw wounds, all creatures within 5 feet ofthem take 5 ({@damage 2d4}) fire damage at the start of their turns." + ] + }, + { + "name": "Pool of Blood (Recharge after a Short or Long Rest)", + "entries": [ + "The hellion magically forms a pool of blood on a solid surface it can see within 60 feet of it. The pool can fill an area up to 30 feet in diameter to a depth of 20 feet, persisting for up to 1 hour. The depth exists in a temporary dimension phased with the ground just beneath the pool's surface. When the pool appears, each Large and smaller creature in its space goes under on a failed {@dc 17} Athletics check. Those who succeed manage to stay on the surface. Each creature in the pool, whether on the surface or fully submerged, takes 35 ({@damage 10d6}) necrotic damage at the beginning of their turn. A creature on the surface can swim to exit the pool. A dunked creature must first succeed on a {@dc 17} Athletics check as their action before swimming to the pool's edge." + ] + } + ], + "traitTags": [ + "Magic Weapons" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "F", + "N", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Born of the Nine Hells, blood hellions serve as assassins for infernal armies, targeting opposed factions as often as they do creatures from Material Plane worlds. Able to bleed anything with blood, blood hellions are despised by devils and mortals alike.", + { + "type": "inset", + "entries": [ + "Blood hellions are sometimes summoned by accident by those attempting summoning or portal magic, especially if blood is one of the components used in the spell or ritual." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Blood-Hellion.webp" + } + } + ] + } + }, + { + "name": "Taker of Bones", + "source": "PB5E", + "page": 31, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d10 + 60" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 18, + "con": 20, + "int": 16, + "wis": 19, + "cha": 18, + "save": { + "dex": "+7", + "con": "+8", + "wis": "+7", + "cha": "+7" + }, + "skill": { + "perception": "+7", + "intimidation": "+7", + "stealth": "+7" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 60 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Magic Weapon", + "entries": [ + "The taker of bones's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The taker of bones makes two sting attacks, or one sting attack and one Take Bones attack (also made with its stinger) if the latter attack is charged." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage." + ] + }, + { + "name": "Take Bones {@recharge 5}", + "entries": [ + "On a successful sting attack, the target must succeed on a {@dc 15} Constitution saving throw against a necromantic effect or when the stinger disengages, it bloodlessly pulls the target's skeleton out of their body, depositing the bones in an empty space next to the taker of bones. The stolen bones act as an undead skeleton under the command of the taker of bones.", + "The victim of skeletal theft is {@condition paralyzed}. Each round on their turn, they can attempt another saving throw. If successful, their skeleton is no longer under the command of the taker of bones, and it uses its action to return and fuse with the victim. A victim who regains their skeleton is immune to this effect for 24 hours. If the skeleton is destroyed while roaming outside its owner's body, the victim can't regain those bones. A victim that can't retrieve their bones dies within a few minutes unless they receive a {@spell remove curse} spell or similar magical treatment." + ] + }, + { + "name": "Bone Door (Recharge after a Short or Long Rest)", + "entries": [ + "The taker of bones can use any skeleton under its command as an endpoint destination of a {@spell teleport} spell, no matter how far away the endpoint is, including across planar boundaries." + ] + } + ], + "traitTags": [ + "Magic Weapons" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A distinct variety of bone devil, a taker of bones could almost be confused for a skeleton, though it is merely skeletally gaunt, not undead. With its two terrible stingers and its bony, crown\u2011like crest, this creature demands attention. And that's even before a victim understands what the devil can demand from them.", + { + "type": "entries", + "name": "Skeleton Thief.", + "entries": [ + "The taker of bones can plunge a stinger into a target and pull out their bones, which immediately animate as an undead under the taker's control, while leaving the victim a boneless pile of flesh. A victim has only so much time to retrieve their skeleton before they suffocate." + ] + }, + { + "type": "entries", + "name": "Deals on Offer.", + "entries": [ + "A taker of bones doesn't necessarily wade into a new encounter pulling skeletons from strangers (though it may). Instead, it might ask what it can do for a stranger, insisting that it will take their skeleton as a trophy only when the target no longer has any use for it. The word \"when\" is important in this deal, because a taker of bones would argue that someone has no use for bones when those bones are not inside them. Anyway, that's the fiend's justification, assuming it can provide the target with the service they ask for (or a reasonable facsimile thereof)." + ] + }, + { + "type": "inset", + "entries": [ + "A taker of bones is often encountered with two or more {@creature skeleton|MM|skeletons} wherever deals with devils are in the offing." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Taker-of-Bones.webp" + } + } + ] + } + }, + { + "name": "Devouloth", + "source": "PB5E", + "page": 32, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "yugoloth" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 10, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 18, + "con": 19, + "int": 10, + "wis": 12, + "cha": 15, + "save": { + "dex": "+7", + "con": "+7", + "wis": "+4" + }, + "skill": { + "intimidation": "+5", + "perception": "+4", + "stealth": "+7" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 14, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Infernal", + "telepathy 60 ft." + ], + "cr": "6", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The devouloth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devouloth's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devouloth makes one bite attack and two claw attacks. If it has at least one target {@condition grappled}, it can make a Consume Magic attack in place of one or both claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage. The target is {@condition grappled} (escape {@dc 15}) if they are a Large or smaller creature and the devouloth doesn't have two other creatures {@condition grappled}." + ] + }, + { + "name": "Consume Magic", + "entries": [ + "One creature that is willing, {@condition charmed}, or {@condition grappled} by the devouloth must succeed on a {@dc 13} Wisdom saving throw or take 13 ({@damage 3d8}) psychic damage and lose their highest-level uncast spell or spell slot as the fiend consumes that magic (or, if the target has no uncast spells, their Wisdom is reduced by {@dice 1d2}). The victim can regain access to lost spells or spell slots normally if they survive their encounter. The devouloth gains temporary hit points equal to the psychic damage dealt.", + "A creature reduced to 0 Wisdom is {@condition unconscious} until they regain at least 1 point. A creature regains all lost Wisdom when they finish a long rest." + ] + }, + { + "name": "Charm (Recharge after a Short or Long Rest)", + "entries": [ + "One creature the devouloth can see within 30 feet of it must succeed on a {@dc 13} Wisdom saving throw or be magically {@condition charmed} for 1 minute. The {@condition charmed} target obeys the devouloth's verbal or telepathic commands. If the target suffers any harm (other than psychic damage) or receives a suicidal command, they can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on them ends, the target is immune to this devouloth's Charm for the next 24 hours." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "I", + "TP" + ], + "damageTags": [ + "P", + "S", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed", + "grappled" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These insectoid fiends feed on magic, though if no magic is available, they can subsist on egregious amounts of blood from living things. Their wings keep them almost constantly aloft, and their many chiton\u2011plated arms clatter and click as they try to latch onto fresh prey with their spell\u2011eating mandibles.", + { + "type": "inset", + "entries": [ + "Lone devouloths are sometimes found stealthily spying out new sources of food. Groups of three are occasionally found in hard\u2011to\u2011reach lairs all across the planes." + ] + }, + { + "type": "entries", + "name": "Yugoloth Origis.", + "entries": [ + "A lesser-known variety of yugoloth, a devouloth is hated by other yugoloths for its ability to eat their magic just as easily as it eats the magic of mortal victims. Which is why devouloths are hunted, even among their own kind, but also by demons and devils. In fact, devouloths are so detested that the species has disappeared almost entirely, except for a few hidden conclaves encysted across the planes of existence." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Devouloth.webp" + } + } + ] + } + }, + { + "name": "Distransit", + "source": "PB5E", + "page": 33, + "size": [ + "L" + ], + "type": { + "type": "aberration", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 14, + "con": 19, + "int": 4, + "wis": 16, + "cha": 9, + "skill": { + "perception": "+6", + "stealth": "+5" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 16, + "cr": "6", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the distransit remains motionless, it is indistinguishable from an ordinary part of the environment. If killed, it becomes motionless again, becoming a permanent fixture of the environment." + ] + }, + { + "name": "Planar Context", + "entries": [ + "Even while moving, the distransit constantly shifts its shape to take on the visual and textural context of its current plane and location. It has advantage on Dexterity (Stealth) checks. If the distransit moves half its speed or less, attacks made against it before the start of its next turn have disadvantage." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The distransit's weapon attacks are magical." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The distransit regains 5 hit points at the start of its turn if it has at least 1 hit point and at least one creature within 30 feet of it is dimensionally askew (a special condition conferred by the distransit's Disconfluent Slam attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The distransit makes two Disconfluent Slam attacks." + ] + }, + { + "name": "Disconfluent Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage. The target's dimensional geometry is knocked askew. While they are dimensionally askew, they are {@condition blinded} by a cascade of images and sensations from the infinite planes that resonates through them. To observers, dimensionally askew targets glow with flickering, incoherent illumination. At the end of each turn a target remains dimensionally askew, they suffer 4 ({@damage 1d8}) psychic damage and 4 ({@damage 1d8}) force damage. A dimensionally askew target can use their action to dimensionally reorient themselves by succeeding on a {@dc 14} Wisdom check. On a success, the effect ends and the target is immune to this condition for 24 hours." + ] + } + ], + "traitTags": [ + "False Appearance", + "Magic Weapons", + "Regeneration" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "O", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "It's hard to determine exactly what a distransit looks like, as it constantly shifts its texture and shape to take on the context of the dimension it currently inhabits. The creature might not have a base shape, but instead be in constant flux.", + { + "type": "entries", + "name": "Born of Interrupted Planar Travel.", + "entries": [ + "Most crossplanar trips are unremarkable. Rarely, planar travel is interrupted, and the travelers in question are never seen again. Under some circumstances, the energy of the transfer and the life lost in the disrupted transit emerges elsewhere, becoming a living aberration of unrecalled loss and constant hunger." + ] + }, + { + "type": "inset", + "entries": [ + "Distransits are rare. One sometimes lurks near out\u2011of\u2011the\u2011way planar portal exits." + ] + }, + { + "type": "entries", + "name": "Feeds on Dimensional Instability.", + "entries": [ + "A distransit's continued existence relies on feeding on areas of unstable spacetime. Their preferred food source, dimensionally speaking, is prey knocked askew from their proper frame of existence. This misalignment produces transdimensional nutrition for the distransit, at the prey's expense. If a target of this feeding perishes, nothing remains of them but dust." + ] + }, + { + "type": "entries", + "name": "Dimensional Context.", + "entries": [ + "Distransits are rare. One sometimes lurks near out\u2011of\u2011the\u2011way planar portal exits." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Distransit.webp" + } + } + ] + } + }, + { + "name": "Divergent Skull", + "source": "PB5E", + "page": 34, + "size": [ + "T" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 11, + "con": 18, + "int": 20, + "wis": 12, + "cha": 7, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "most have learned Common" + ], + "cr": "5", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The divergent skull's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage hand}", + "{@spell minor illusion}" + ], + "daily": { + "1": [ + "{@spell suggestion}" + ] + }, + "ability": "int" + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage." + ] + }, + { + "name": "Eyebite", + "entries": [ + "The divergent skull attacks a creature within 20 feet of it with a magical eye ray. The target must make a {@dc 16} Constitution saving throw, taking 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Erase from Dimension {@recharge}", + "entries": [ + "The divergent skull magically rips a gap in existence in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw. On a failed save, a target begins to fade from existence and is {@condition restrained}. A {@condition restrained} target must repeat the saving throw at the end of their next turn. On a success, the effect ends on the target. On a failure, the target is erased from the dimension and cast into a dying realm from which they cannot escape until freed by a wish or other powerful magic. A divergent skull regains 33 hit points for each victim erased from the dimension." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "P" + ], + "spellcastingTags": [ + "CW", + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A divergent skull is a remnant of someone who was once native to\u2014or later became trapped in\u2014a dead or dying dimension. Divergent skulls manifest randomly on other planes of existence, possibly to escape their disintegrating plane, though if so, they make few friends in the still\u2011extant dimensions they now stalk.", + { + "type": "inset", + "entries": [ + "Though rare, a given divergent skull could be an alternate reality version of a still\u2011living individual who exists elsewhere in the multiverse. Divergent skulls are usually encountered alone." + ] + }, + { + "type": "entries", + "name": "From Elsewhere.", + "entries": [ + "Divergent skulls once had names, purposes, and lives in an alternate reality completely unlike most planar locations on the Great Wheel. They had little use for \"magic\" but instead relied on technology of greater and greater magnitude. However, this very technology may have proved to be the precipitating factor that destroyed their dimension and all the bordering planes as well, creating an expanse of splintered, decaying dimensions. Something to do with \"cosmic engineering gone wrong.\"" + ] + }, + { + "type": "entries", + "name": "Hungry for Planar Sustenance.", + "entries": [ + "Divergent skulls \"eat\" by erasing victims from extant planes and sending them through a dimensional fold into a null realm. Through some sort of symbolic cosmic equation, the transfer of energy enlivens and heals the divergent skull." + ] + }, + { + "type": "entries", + "name": "Many Varieties", + "entries": [ + "The most dangerous divergent skulls are those that erase victims. However, planar travelers have encountered less powerful varieties. Those that recall more of their old lives are given to constant weeping." + ] + }, + { + "type": "entries", + "name": "Undead Nature.", + "entries": [ + "A divergent skull doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Divergent skulls have only limited memories of what their lives were like on the dead planes where they once lived. Like regular creatures trying to suppress bad dreams, divergent skulls don't like to think about their existence prior to their current form. Their minds are slightly broken, but they are hellishly smart." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Divergent-Skull.webp" + } + } + ] + } + }, + { + "name": "Doom of Retribution", + "source": "PB5E", + "page": 35, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 13, + "formula": "3d6 + 3" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 14, + "con": 13, + "int": 9, + "wis": 10, + "cha": 8, + "save": { + "dex": "+4" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 13, + "languages": [ + "all" + ], + "cr": "1", + "trait": [ + { + "name": "Precognitive Advantage", + "entries": [ + "A doom of retribution is always treated as having rolled a 20 on initiative checks." + ] + }, + { + "name": "Creeping Doom", + "entries": [ + "If the doom of retribution is reduced to 0 hit\\ points, roll {@dice 1d4 - 1}. That's how many additional dooms appear in the closest empty space, attacking either whoever killed the doom or the original target (or both). No more than nineteen living dooms can exist at a time within a given 120-foot sphere; if that number is reached, Creeping Doom stops calling new dooms into existence (but already-called dooms remain). New dooms also cease appearing if the initial target of the first doom is killed, or if the initial target manages to evade the senses and escape from the accumulated dooms called later." + ] + }, + { + "name": "Increasing Doom", + "entries": [ + "If five or more dooms of retribution are present within a given location, their doomblade attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The doom of retribution makes three doomblade attack." + ] + }, + { + "name": "Doomblade (shortsword)", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + } + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "XX" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A doom of retribution arises from the planar flux to mete literal doom out against those who trespass against life. Sometimes a doom of retribution acts as a messenger of a coming apocalypse or serves as a literal omen. A doom of retribution\u2014commonly shortened simply to \"doom\"\u2014targets creatures of the Material Plane, though even fiends and other celestials could find themselves facing a doom in rare situations.", + { + "type": "inset", + "entries": [ + "A single doom of retribution immediately appears, but given the creature's nature, more dooms likely show up during any given combat encounter." + ] + }, + { + "type": "entries", + "name": "Natural Formation.", + "entries": [ + "A doom of retribution normally arises spontaneously, but rarely and randomly. A mortal's act of cruelty or violence can call a doom into existence. The newly formed doom's only purpose is to destroy whoever summoned it by their atrocious actions. A doom always announces its purpose in a language the target understands. Even high\u2011level targets have reason to fear a doom of retribution's appearance." + ] + }, + { + "type": "entries", + "name": "Doom Cursed.", + "entries": [ + "Certain powerful spellcasters and other creatures have learned of the mystical levers of the multiverse. These individuals know a spell to summon dooms and might cast it on their enemies, despite the possibility of blowback. Likewise, ancient artifacts and guarded locations might have the ability to call a doom of retribution should anyone attempt to use the object or access the location." + ] + }, + { + "type": "entries", + "name": "Arbiter of the Multiverse.", + "entries": [ + "A doom of retribution usually appears exactly where it is needed, without having to track down its targets. Once called into existence, a doom does its best to slay its target. A doom of retribution is unflinching in completing its objective. It can't be reasoned with or distracted. That said, a doom called through use of a spell capable of summoning it seems to understand the arbitrary nature of its limited existence. Its target might not be a legitimate one, at least as far as the multiverse is concerned. In such cases, a doom of retribution is open to changing its target, but only if its initial target can provide a compelling reason why the creature should do so." + ] + }, + { + "type": "inset", + "entries": [ + "Some sages suggest that dooms of retribution are a fundamental reflex of the cosmos. Intelligent creatures started using the word \"doom\" only because of the existence of these entities, not the other way around. However, because of increased multiversal travel, people in some worlds of the Material Plane are now learning about them as incarnate beings." + ] + }, + { + "type": "entries", + "name": "Doomblade Wielder.", + "entries": [ + "Just as a doom of retribution is called into existence by the cosmos, each doom can use a bonus action to call a shortsword known as their doomblade into their hand. A doomblade normally exists only as long as a doom of retribution itself does. But every so often, a doomblade remains behind, especially if several dooms were defeated in a given location. A doomblade functions as a regular shortsword." + ] + }, + { + "type": "entries", + "name": "Cosmic Nature.", + "entries": [ + "A doom doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Doom-of-Retribution.webp" + } + } + ] + } + }, + { + "name": "Dwimmershrike", + "source": "PB5E", + "page": 36, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d6 + 24" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 18, + "dex": 15, + "con": 16, + "int": 4, + "wis": 14, + "cha": 14, + "save": { + "dex": "+5", + "con": "+6", + "cha": "+5" + }, + "skill": { + "deception": "+5", + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + "lightning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "5", + "trait": [ + { + "name": "Consume the Weave", + "entries": [ + "As a bonus action, the dwimmershrike targets any creature, object, or magical effect within 10 feet of it. The dwimmershrike chooses a spell already cast on the target. If the spell is of 3rd level or lower, the dwimmershrike absorbs the spell and it ends. If the spell is of 4th level or higher, the dwimmershrike must make a check with a +6 modifier. The DC equals 10 + the spell's level. On a successful check, the dwimmershrike absorbs the spell and it ends. The dwimmershrike regains a number of hit points equal to the absorbed spell's level and briefly glows. This glow suppresses the creature's False Appearance quality until the beginning of the dwimmershrike's next turn, as an ordinary object usually doesn't briefly flicker with light." + ] + }, + { + "name": "Shapechanger", + "entries": [ + "The dwimmershrike can use its action to polymorph into a Small or Tiny object or back into its true crystalline form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + }, + { + "name": "False Appearance (Object Form Only)", + "entries": [ + "While the dwimmershrike remains motionless, it is indistinguishable from an ordinary object." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dwimmershrike makes three bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Spell Breath (Recharge Variable)", + "entries": [ + "The dwimmershrike exhales the spell energy it has absorbed in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage or 28 ({@dice 8d6}) if the dwimmershrike has absorbed any spells within the last 10 minutes, or half damage with a successful save." + ] + }, + { + "name": "Spawning Shift (1/Year)", + "entries": [ + "The dwimmershrike is transported to a location it knows in the Feywild, usually the spot where it was born and where it annually returns to spawn." + ] + } + ], + "traitTags": [ + "False Appearance", + "Shapechanger" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "damageTags": [ + "L", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "When in their native form, a dwimmershrike's crystal carapace sparkles with visible light, as well as with light from the magic they feed upon. However, these fey creatures spend much of their time pretending to be ordinary mundane objects in locations where spellcasters and magical items are likely to pass, because dwimmershrikes feed on magic. If interrupted, they defend their food source with vicious tenacity.", + { + "type": "inset", + "entries": [ + "A lone dwimmershrike, shaped like a chair or an old chest, might be responsible for random failures of magic in a wizard's laboratory or magic shop." + ] + }, + { + "type": "entries", + "name": "Spawned in the Feywild.", + "entries": [ + "Once each year dwimmershrikes return to the special mountainsides in the Feywild where they hatched, where they lay clutches of eggs in hopes of bringing new generations into existence. Luckily for wizards the multiverse over, many Feywild creatures preferably predate these eggs." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Dwimmershrike.webp" + } + } + ] + } + }, + { + "name": "Ebon Tullith", + "source": "PB5E", + "page": 37, + "size": [ + "T" + ], + "type": "elemental", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 14, + "formula": "4d4 + 4" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 16, + "con": 13, + "int": 7, + "wis": 12, + "cha": 7, + "skill": { + "stealth": "+5" + }, + "senses": [ + "blindsight 120 ft." + ], + "passive": 11, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Primordial but doesn't speak", + "telepathy 60 ft. (if 2 or more tulliths are present)" + ], + "cr": "1/4", + "trait": [ + { + "name": "Ephemeral", + "entries": [ + "The ebon tullith can't wear or carry anything. If killed, it fades to nothingness." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The ebon tullith can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Dim Camouflage", + "entries": [ + "The tullith has advantage on Stealth checks made to hide in dimly lit or dark areas." + ] + }, + { + "name": "Shadow Shield", + "entries": [ + "If an ebon tullith bonds with a creature (typically an undead, but potentially a living creature that has developed a bonding ritual or spell), the tullith becomes a shadowy veneer of protective energy. The bonded creature gains 10 temporary hit points.", + "If the bonded creature loses those temporary hit points for any reason, the bond breaks. The tullith condenses as a darting point of shadow appearing in the nearest open space to the creature it was previously bonded to. On its next turn, the tullith flies to a non-bonded undead creature within 40 feet that hasn't previously enjoyed a bond with a tullith. If the tullith reaches such a target, it uses its action to form a new bond with that creature, granting them the same benefit as the previous bonded creature. If no undead are in range, the tullith flies to the nearest living creature it can sense and attacks them with Ebon Bite." + ] + } + ], + "action": [ + { + "name": "Ebon Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) necrotic damage." + ] + } + ], + "reaction": [ + { + "name": "Implosive Escape", + "entries": [ + "If the ebon tullith deals damage to a creature with its Ebon Bite attack, it creates a portal to the Elemental Chaos through which it vanishes, at which point the portal implodes and is destroyed. All creatures in a 10-foot sphere centered on the target of the Ebon Bite take 18 ({@damage 4d8}) necrotic damage on a failed {@dc 11} Dexterity saving throw, or half that with a successful save." + ] + } + ], + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "P", + "TP" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "If a creature boasts a shadowy veneer flowing over its skin like tiny trickling threads of darkness, that veneer might be the protective embrace of an ebon tullith. If that protection is disrupted, the tullith is expelled, condensing as a darting, shadowy point in the air seeking another host, or the nearest living creature that it can use to flee back to the Elemental Chaos by creating an implosive, fleeting portal.", + { + "type": "entries", + "name": "Fashioned by Necromancy.", + "entries": [ + "Because of an ebon tullith's resonance with necrotic energy, usually only undead and necromancers dare to conjure them. Long\u2011term bonding with an elemental steeped in \"negative\" necrotic energy may lead to ill effects in otherwise normal creatures. But for undead and spellcasters able to insulate themselves from consequences, an ebon tullith is an ideal additional safeguard." + ] + }, + { + "type": "entries", + "name": "Linked by a Larger Intelligence?", + "entries": [ + "Individually, tulliths are dull and without much sense of self\u2011preservation. But when two or more are present, they can speak to each other telepathically, and in so doing, convey a telepathic link between the creatures that are bonded to each tullith. When those bonded creatures are intelligent, some have noticed a silent, distant mental presence, observing." + ] + }, + { + "type": "inset", + "entries": [ + "Ebon tulliths are usually encountered in the company of undead or necromancers, singly or in groups of two or three." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "An ebon tullith doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ebon-Tullith.webp" + } + } + ] + } + }, + { + "name": "Echo of Divinity", + "source": "PB5E", + "page": 38, + "size": [ + "L" + ], + "type": { + "type": { + "choose": [ + "celestial", + "fiend" + ] + } + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 142, + "formula": "15d10 + 60" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 16, + "con": 18, + "int": 13, + "wis": 16, + "cha": 16, + "save": { + "int": "+5", + "wis": "+7", + "cha": "+7" + }, + "skill": { + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft.", + "truesight 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed" + ], + "languages": [ + "several planar languages (typically Abyssal, Celestial, and Infernal)", + "telepathy 60 ft." + ], + "cr": "9", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The echo has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Trailing Images", + "entries": [ + "Illusory copies of the echo follow it and mimic its actions, similar to a {@spell mirror image} spell. The echo usually starts its turn with two images (AC 13) near enough to interfere with opponents' attacks." + ] + }, + { + "name": "Dim Camouflage", + "entries": [ + "The tullith has advantage on Stealth checks made to hide in dimly lit or dark areas." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "The echo casts one of the following spells, using Wisdom as the spellcasting ability (save {@dc 15}, {@hit 7} to hit with spell attacks):", + { + "type": "list", + "items": [ + "At will: spare the dying, thaumaturgy", + "3/day each: cure wounds, enhance ability, hold person, inflict wounds, revivify, silence, spiritual weapon", + "1/day each: banishment, beacon of hope, dispel evil and good, flame strike, plus Domain Magic spells" + ] + } + ] + }, + { + "name": "Domain Magic", + "entries": [ + "An echo has access to the spells of one divine domain, and can use their Spellcasting ability to cast each of those spells once per day." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The echo makes two Divine Strike attacks or makes one Divine Strike attack and casts one spell." + ] + }, + { + "name": "Divine Strike", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 100 ft., one target. {@h}9 ({@damage 2d8}) slashing damage and 9 ({@damage 2d8}) energy damage appropriate to the echo's nature (defaulting to necrotic damage for evil echoes and radiant damage for good ones)." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "CE", + "I", + "TP" + ], + "damageTags": [ + "S" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An echo of divinity resembles a large humanoid, their body concealed under tightly wrapped garments and shrouded in a large hooded cloak. (Underneath these clothes, their bodies are often scarred and branded, as if from torture or penance.) They are enigmatic beings who wander the planes, trying to carry out the orders of someone who is dead and forgotten.", + { + "type": "inset", + "entries": [ + "Before including an echo of divinity in a game, the GM should decide the creature's alignment, what sort of deity they served, their divine domain, whether they are a celestial or fiend, and the energy damage for their attacks." + ] + }, + { + "type": "entries", + "name": "Persistent Remnant.", + "entries": [ + "It is likely that an echo is a still\u2011living portion of a slain deity, or perhaps one of its powerful servitors (such as a deva) that survived their master's death, diminished from their former glory but still carrying on their remaining tasks. Each echo has a specific area of interest, such as weather, fire, magic, or life, and continues to act to advance this cause and fight those who oppose it." + ] + }, + { + "type": "inset", + "entries": [ + "An echo of divinity may travel alone or with {@creature cultist|MM|cultists}, {@creature cult fanatic|MM|fanatics}, or {@creature priest|MM|priests} who venerate a similar power or even the entity the echo once served." + ] + }, + { + "type": "entries", + "name": "Lingering Clues.", + "entries": [ + "Each echo of divinity looks slightly different, hinting at what they or their divine master used to be. For example, the echo from a dead god of storms may have a grey robe or one decorated with clouds, their attack spells may inflict lightning damage, their spiritual weapon resembles the god's chosen weapon, and so on." + ] + }, + { + "type": "inset", + "entries": [ + "Some sages believe that the images that follow an echo of divinity are actually versions of it from other timelines or parallel realities that momentarily brush against the echo's current plane." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Echo-of-Divinity.webp" + } + } + ] + } + }, + { + "name": "Eilfgar", + "source": "PB5E", + "page": 39, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d8 + 64" + }, + "speed": { + "walk": 50 + }, + "str": 21, + "dex": 14, + "con": 19, + "int": 13, + "wis": 16, + "cha": 18, + "save": { + "dex": "+6", + "con": "+8", + "wis": "+7", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "acid", + "cold", + "lightning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common", + "Celestial" + ], + "cr": "10", + "trait": [ + { + "name": "Summoned Magic Weapons", + "entries": [ + "As their bonus action, the eilfgar summons two long blades, one to each hand, that are magical. If the eilfgar drops the blades, they vanish." + ] + }, + { + "name": "Eternal", + "entries": [ + "If killed, even if their form is destroyed, an eilfgar reforms from radiant light 24 hours later in a random direction and up to 100 miles away." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The eilfgar makes two magic weapon attacks." + ] + }, + { + "name": "Magic Weapon", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}31 ({@damage 4d12 + 5}) force damage." + ] + }, + { + "name": "Call of Ysgard {@recharge 5}", + "entries": [ + "The eilfgar pantomimes blowing on a great horn, but produces a blaze of radiance affecting all creatures in a 30-foot cone. Targets take 42 ({@damage 12d6}) radiant damage on a failed {@dc 16} Dexterity saving throw, or half that if their save is successful.", + "As the radiance of the attack fades, motes linger, forming into 10 ({@dice 4d4}) warrior spirits (berserkers) from the plane of Ysgard. They return to Ysgard after 12 hours or when they drop to 0 hit points. Berserkers can be summoned only once a day, even if Call of Ysgard is otherwise recharged." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE" + ], + "damageTags": [ + "O", + "R" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "In Ysgard, slain warriors strive against each other forever. If they are killed on the field of battle, new existence is breathed into them when the sun next rises. Some portions of these spirits have gone through this cycle so many times that their features, gender, and individuality have eroded away over the millennia, leaving only the pure essence of fighting behind.", + { + "type": "entries", + "name": "Summoned by the Horn.", + "entries": [ + "When someone blows a magic item called a horn of Valhalla, spirits of berserkers are summoned to fight. Rarely, for reasons the gods have not deigned to reveal, an eilfgar appears instead. The eilfgar fights as instructed by the horn blower; however, after 1 hour passes (or if they're killed and reform a day later), the summoned eilfgar takes their leave to seek their purpose in the larger multiverse." + ] + }, + { + "type": "entries", + "name": "Unresolved Task.", + "entries": [ + "If an eilfgar makes their way out of Ysgard purposefully or by accident, they regain a single memory of an unfinished task, failed quest, abandoned duty, undelivered message, or other unresolved matter from their earlier life. Even if years, decades, or centuries have gone by since, an eilfgar will try to resolve that tension by seeking those who they failed in some way. Because of time's cruel passage, most eilfgar are frustrated in this attempt and become morose wanderers." + ] + }, + { + "type": "entries", + "name": "Foes of Evil.", + "entries": [ + "Even if their unresolved tasks are never completed, eilfgar are still the spirits of slain heroes, and most cannot stand to see evil perpetrated in their presence. They summon their weapons of ancient days, wind spells of power around them, and deal with those whose deeds stain the earth. Often, other beings who have complicated motives or who operate in a grey area look evil to an eilfgar." + ] + }, + { + "type": "entries", + "name": "Spirit Nature.", + "entries": [ + "An eilfgar doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Eilfgar are encountered alone in lonely locations in nearly any plane of existence." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Eilfgar.webp" + } + } + ] + } + }, + { + "name": "Elar", + "source": "PB5E", + "page": 40, + "size": [ + "H" + ], + "type": "elemental", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 115, + "formula": "10d12 + 50" + }, + "speed": { + "walk": 30, + "swim": 60 + }, + "str": 23, + "dex": 11, + "con": 21, + "int": 11, + "wis": 14, + "cha": 12, + "skill": { + "perception": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "resist": [ + "acid", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Common", + "Aquan" + ], + "cr": "7", + "trait": [ + { + "name": "Charged Body", + "entries": [ + "A creature that touches the elar or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) lightning damage." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The elar regains 10 hit points at the start of its turn if it has at least 1 hit point and is in contact with water." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The elar makes two bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage plus 13 ({@damage 3d6 + 3}) lightning damage." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The elar magically polymorphs into a Small or Medium humanoid or back into their true form. Their statistics are the same in each form (and they also bite in humanoid form, usually). Any equipment worn or carried isn't transformed. They revert to their true form upon death." + ] + }, + { + "name": "Swimming Charge {@recharge}", + "entries": [ + "An elar can jet through the water at incredible speed for short bursts, moving up to 500 feet as its movement, which it does when attacking prey, especially prey that doesn't yet know it is being stalked. If the elar uses this ability to surprise a creature and hits it with an attack during the first round of combat, the target takes an extra 8 ({@damage 2d4 + 3}) damage from the attack." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "AQ", + "C" + ], + "damageTags": [ + "L", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Natives of the Elemental Plane of Water, elars are deadly hunters, watchful trackers, and eager foes of aboleths. Sometimes they appear as huge silvery sharks, and other times as humans with skins as reflective as a placid lake with splashing water for hair. Both forms conceal the fact that these are creatures of living water.", + { + "type": "inset", + "entries": [ + "Pronunciation: eh\u2011LAR" + ] + }, + { + "type": "entries", + "name": "Spawned in the Storm.", + "entries": [ + "Elars do not produce children, either among themselves or with other entities. Instead, each one is spawned when a particularly violent storm from the Elemental Chaos touches the Elemental Plane of Water. This singular inception for each individual means the population is never at risk of growing out of control. On the other hand, should the last existing elar perish, there's a good chance that a storm in the Elemental Plane of Water will eventually spawn more." + ] + }, + { + "type": "entries", + "name": "Aboleths Must Die.", + "entries": [ + "When aboleths first seeped into the cosmos, they targeted elars, attempting to eliminate them, even going so far as casting a ritual to disrupt further elar spawning. A great hero arose and united all the elars under them, making the aboleths pay dearly. That hero is referred to as the Mother of Storms. Now, the elars hunt aboleths whenever they have the opportunity." + ] + }, + { + "type": "entries", + "name": "Sea Dwellers.", + "entries": [ + "Once spawned, elars sometimes migrate to one of several bodies of water that exist on other planes of existence, swimming the Ethereal to reach their destination. Elars prefer to hunt alone, though some individuals may ally with other creatures for brief periods, especially if an aboleth hunt is in the offing. Some elars build simple dwellings on the water's edge and even take on a human identity for a while, though rarely for longer than a single human lifetime." + ] + }, + { + "type": "entries", + "name": "Pearl Hunters Extraordinaire.", + "entries": [ + "Elars know where to go to collect the largest and most exotic pearls in the multiverse. They consider personally gathered pearls priceless. If an elar's pearl is looted after a conflict, other elars may track the perpetrator and take back what was stolen." + ] + }, + { + "type": "inset", + "entries": [ + "Elars are normally encountered alone or in pairs, searching for aboleths to hunt." + ] + }, + { + "type": "entries", + "name": "Living Water.", + "entries": [ + "An elar doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Elar.webp" + } + } + ] + } + }, + { + "name": "Flux Elemental", + "source": "PB5E", + "page": 41, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 187, + "formula": "22d8 + 88" + }, + "speed": { + "walk": 0, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 17, + "dex": 18, + "con": 18, + "int": 16, + "wis": 16, + "cha": 17, + "save": { + "dex": "+8", + "con": "+8", + "wis": "+7" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "lightning", + "poison" + ], + "vulnerable": [ + "thunder" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "11", + "trait": [ + { + "name": "Electrified Chill", + "entries": [ + "The flux's bite attacks do an additional 14 ({@damage 4d6}) lightning damage and 14 ({@damage 4d6}) cold damage. A creature who touches the flux takes the same amount of damage." + ] + }, + { + "name": "Magnetic Control", + "entries": [ + "The flux randomly varies the magnetic force it generates, causing dizziness and nausea in most thinking things, and erratically attracting and repelling many metallic objects. Thus, attacks, ability checks, and saving throws made by foes within 30 feet have disadvantage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The flux makes two bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) damage plus 14 ({@damage 4d6}) lightning damage and 14 ({@damage 4d6}) cold damage." + ] + }, + { + "name": "Magnetic Pulse {@recharge 5}", + "entries": [ + "A creature within 30 feet of the flux must succeed on a {@dc 17} Constitution saving throw or be {@condition blinded} (due to visual distortions) and {@condition poisoned} (from dizziness-induced nausea) for 1 minute. Metallic constructs cease to function for 1 minute, and some especially exotic objects created by technology (such as a laser pistol) cease to function permanently." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "C", + "L" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An entity of the Elemental Chaos, known as a flux, swirls with the power of ice, lightning, and a combination of both, creating an invisible, emergent force of destruction. Just being too close to a flux is dangerous for many creatures.", + { + "type": "inset", + "entries": [ + "Jealous of their power and intolerant of others, fluxes usually wander alone. However, some have been bound to serve other creatures, especially those who have gained a unique insight into magnetism." + ] + }, + { + "type": "entries", + "name": "Deadly Nature.", + "entries": [ + "Like many elementals, a flux is a packet of destructive energy that corrodes other objects and creatures. However, the flux's combination of elements produces a tertiary force every bit as destructive as the lightning that visually crackles across the creature's icy carapace. This \"magnetic\" force can reach invisibly through matter and armor alike to attract and repel objects, disrupt the senses of living beings, temporarily shut down constructs, and render artifacts from some worlds of the Material Plane that rely on technology inoperable." + ] + }, + { + "type": "entries", + "name": "Conglomerate.", + "entries": [ + "As their name implies, fluxes rarely retain a single shape for long. Alone and unobserved, they resemble icy spheres ringed by lightning. However, when around creatures of other planes, they take on aspects of those forms, though never completely. The result is a creature apparently made up of many different creature types, carved of ice, and haloed with electricity." + ] + }, + { + "type": "entries", + "name": "Flux Doors.", + "entries": [ + "Fluxes delight in finding new materials to attract and repel, and if possible, they like to permanently magnetize objects made of metal, leaving behind a bit of their essence. At any later date, a flux can step through a temporary \"door\" from wherever it is to a location next to an object it previously magnetized, even if it and the object are on different planes of existence." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Flux-Elemental.webp" + } + } + ] + } + }, + { + "name": "Sand Elemental", + "source": "PB5E", + "page": 42, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 133, + "formula": "14d8 + 70" + }, + "speed": { + "walk": 30, + "burrow": 10, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 8, + "con": 20, + "int": 11, + "wis": 10, + "cha": 11, + "skill": { + "deception": "+3" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 10, + "resist": [ + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "6", + "trait": [ + { + "name": "Air Form", + "entries": [ + "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. As its bonus action, the elemental can choose to occupy a space filling a 20-foot sphere." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, it doesn't disturb the material it moves through." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The elemental deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The elemental makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage.", + "Shamal (Recharge 6): Each creature in a 20-foot sphere centered on the elemental must make a {@dc 13} Dexterity saving throw. On a failure, a target takes 36 ({@damage 8d8}) slashing damage from swirling sand and is {@condition blinded} for 1 minute. If the initial saving throw is successful, the target takes half the slashing damage and isn't {@condition blinded}.", + "A {@condition blinded} creature can attempt a {@dc 13} Constitution save on subsequent turns to remove the condition early." + ] + } + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Swirling sand forms a humanoid figure of dry sand, constantly crumbling away and reforming in a never\u2011ending whirlwind of scouring particles. Able to grow three to five times its \"resting\" size or shrink down to the size of a dusty breeze, a sand elemental can be an egregious threat, or easily missed even by keen observers.", + { + "type": "inset", + "entries": [ + "Sand elementals usually wander alone, though reports of \"grit bandits\" (two or three individuals with sand for flesh) robbing desert travelers might actually be sand elementals." + ] + }, + { + "type": "entries", + "name": "Born of Chaos.", + "entries": [ + "The turmoil of the Elemental Chaos never ceases, infused with material, energy, and naked life force in equal measure. Add in a little binding magic from some long\u2011forgotten wizard, and sand elementals swirled into existence. Over time, they tend to die out, though many find their way to more stable planes." + ] + }, + { + "type": "entries", + "name": "Drawn to the Desert.", + "entries": [ + "When first encountered, a sand elemental in mostly solid form might be taken for a nomad of the dunes, wandering the seared, sandy plains in search of an oasis to parch their thirst." + ] + }, + { + "type": "entries", + "name": "Curious About the Living.", + "entries": [ + "The somewhat humanoid form that sand elementals adopt allows them to explore their curiosity about life lived by humans and similar species. Some go so far as to attempt to pass as human, though few ever get so good that daylight doesn't reveal their sandy forms. When spurned (as they often are), sand elementals revert to a form more obvious in its elemental nature as their rage grows to become an enveloping storm of loss and, often, revenge on those who rebuffed them." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Sand-Elemental.webp" + } + } + ] + } + }, + { + "name": "Etherclaw", + "source": "PB5E", + "page": 43, + "size": [ + "M" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 30, + "climb": 20, + "fly": 60 + }, + "str": 10, + "dex": 19, + "con": 17, + "int": 2, + "wis": 16, + "cha": 12, + "skill": { + "perception": "+5" + }, + "senses": [ + "blindsight 30 ft." + ], + "passive": 15, + "cr": "3", + "trait": [ + { + "name": "Ethersight", + "entries": [ + "From the Border Ethereal, the etherclaw's blindsight extends 30 feet into whatever world the Border Ethereal is overlapping. (The etherclaw can also see into the overlapped plane, but everything is muted and distorted.)" + ] + }, + { + "name": "Etherflit", + "entries": [ + "The etherclaw can use its Ethereal Door ability as their bonus action either before or after taking an action to move or attack. If it uses Ethereal Door after attacking, it doesn't provoke an opportunity attack when it fades out of an enemy's reach." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The etherclaw makes one claw attack and one bite attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage, and the target must make a successful {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. At the end of the hour, the target must succeed on a {@dc 13} Constitution saving throw or suffer from sewer plague (the disease), except the DC is 13." + ] + }, + { + "name": "Ethereal Door", + "entries": [ + "The etherclaw steps into the Border Ethereal. If already on the Border Ethereal, it steps into an overlapping Material Plane world or demiplane." + ] + } + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Etherclaws are hard to spot because they flit into and out of worlds of the Material Plane from the Border Ethereal only long enough to bite and claw their targets.", + { + "type": "inset", + "entries": [ + "Etherclaws are usually encountered as single hunters at first, but up to ten may hunt in a pride, slipping back and forth from existence to etherealness." + ] + }, + { + "type": "entries", + "name": "Winged Felines.", + "entries": [ + "Etherclaws are elongated, hairless catlike creatures with filmy wings that trail into Ethereal vapor. Some think them cute when the creatures are encountered napping or playing in one of their demiplane lairs. Indeed, a sated etherclaw is playful, given to naps, and may even seek physical touch, though usually only among their own kind. But when it becomes hungry, its underlying hunter instinct rises." + ] + }, + { + "type": "entries", + "name": "Flitting Between Worlds.", + "entries": [ + "Capable of fast and maneuverable flight in any world, the etherclaw is already a deadly hunter. Add to that their ability to flit into and out of a demiplane or Material Plane world, biting and slashing targets as they come and go, and it's difficult to imagine a more perfect guerilla stalker." + ] + }, + { + "type": "entries", + "name": "Deadly Bite.", + "entries": [ + "The etherclaw's bite is especially dangerous. The wound begins to fester with particulates of disease bred in a host of odd dimensions. The bite poisons victims, and if left untreated, many succumb to disease. However, etherclaw prides are drawn to such prey, killing and consuming them long before victims must face the prospect of death by disease." + ] + }, + { + "type": "entries", + "name": "Etherclaw Prides.", + "entries": [ + "Often, etherclaws hunt alone, but they're part of loose groups called prides. If particularly toothsome (or troublesome) prey is discovered, the pride is called, and many etherclaws emerge at once from what may seem like thin air to attack. Then the pride drags the resulting carcass back into the Border Ethereal to a nearby demiplane lair where all can feed." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Etherclaw.webp" + } + } + ] + } + }, + { + "name": "Eusker", + "source": "PB5E", + "page": 44, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 20, + "con": 19, + "int": 14, + "wis": 11, + "cha": 22, + "save": { + "dex": "+8", + "con": "+7", + "wis": "+3" + }, + "skill": { + "deception": "+9", + "perception": "+3", + "performance": "+9" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + "psychic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Abyssal", + "telepathy 60 ft." + ], + "cr": "8", + "trait": [ + { + "name": "Extra Eyes", + "entries": [ + "The eusker has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The eusker has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Take Their Eyes", + "entries": [ + "As a bonus action, the eusker scoops an eye from a corpse with eyes within 5 feet. The eye stitches itself into the eusker's flesh and the eusker regains 20 hit points. Allies of the slain creature who see the eye of their comrade now part of the eusker have disadvantage on attacks they make against the eusker for one day, after which newly taken eyes are completely subsumed, gone." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The demon makes three claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Influence of the Eyes {@recharge 5}", + "entries": [ + "A target within 30 feet that can see the eusker must make a successful {@dc 17} Wisdom saving throw or follow a course of action suggested by the eusker in a single sentence (usually sent telepathically) either immediately, or within 8 hours if there is a trigger. Asking the target to stab itself, throw itself into lava, or do some other obviously harmful act ends the effect immediately." + ] + }, + { + "name": "Close Your Eyes {@recharge 5}", + "entries": [ + "A target within 30 feet that can see the eusker must make a successful {@dc 17} Wisdom saving throw or fall {@condition unconscious}. It wakes up if it takes any damage, if another creature uses its action to shake the sleeper awake, or after 1 minute passes." + ] + }, + { + "name": "Terrifying Eyes {@recharge 5}", + "entries": [ + "A target within 30 feet that can see the eusker must make a successful {@dc 17} Wisdom saving throw or become {@condition frightened} of the eye eater. On each of its turns, the {@condition frightened} creature must take the Dash action and move away from the eusker by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the eusker where it can no longer see the demon, this effect ends." + ] + }, + { + "name": "Eye to the Soul (Recharge after a Short or Long Rest)", + "entries": [ + "A humanoid target within 30 feet that can see the eusker must make a successful {@dc 17} Wisdom saving throw or be {@condition charmed} for up to 1 hour. The eusker gains total and precise telepathic control over the target. The target can't do anything the eusker doesn't allow. Each time the target takes damage, it makes a new Wisdom saving throw. If successful, the effect ends." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "TP" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed", + "frightened", + "unconscious" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Though it uses deception to disguise itself as a humanoid in need, a eusker (often called an \"eye taker\" or \"eye eater\" by other creatures) soon reveals its demonic nature when it decides it would rather have newly met strangers' eyes for itself.", + { + "type": "inset", + "entries": [ + "Eye eaters tend to travel alone rather than share the eyes of victims between them." + ] + }, + { + "type": "entries", + "name": "Adorned with Eyes.", + "entries": [ + "A eusker demon is rarely without one or more eyes, stolen from a previous victim, that are magically embedded in its flesh. Because those eyes are consumed over time, more eyes are always required to keep it satisfied. The eyes of intelligent creatures are preferred." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Eusker.webp" + } + } + ] + } + }, + { + "name": "Evaclast", + "source": "PB5E", + "page": 45, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 264, + "formula": "23d10 + 138" + }, + "speed": { + "walk": 50, + "fly": 120 + }, + "str": 25, + "dex": 22, + "con": 22, + "int": 18, + "wis": 19, + "cha": 21, + "save": { + "dex": "+12", + "wis": "+10", + "cha": "+11" + }, + "skill": { + "deception": "+11", + "perception": "+10" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 20, + "resist": [ + "cold", + "poison", + "thunder" + ], + "immune": [ + "acid", + "lightning" + ], + "languages": [ + "Primordial", + "Celestial" + ], + "cr": "17", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The evaclast regains 10 hit points at the start of its turn. If it takes radiant damage, this trait does not function at the start of its next turn. The evaclast dies only if it starts its turn with 0 hit points and does not regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The evaclast makes four Death Slam attacks or two Doom Blast attacks." + ] + }, + { + "name": "Death Slam", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage plus 17 ({@damage 5d6}) acid damage." + ] + }, + { + "name": "Doom Blast", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 50 ft., one target. {@h}45 ({@damage 7d12}) poison damage." + ] + }, + { + "name": "Apocalypse Touch (Recharge after a Short or Long Rest)", + "entries": [ + "Negative energy infuses a target the evaclast can see within 60 feet. On a failed {@dc 19} Constitution saving throw, the target takes 45 ({@damage 7d12}) necrotic damage, or half as much damage on a successful save. A humanoid killed by this damage rises at the start of the evaclast's next turn as a {@creature zombie|MM} under the evaclast's verbal command." + ] + }, + { + "name": "Hide Between the Planes (Recharge after a Long Rest)", + "entries": [ + "The evaclast and up to ten willing creatures within 5 feet instantly teleport, even across planar boundaries, to a previously designated sanctuary." + ] + } + ], + "legendary": [ + { + "name": "Death Slam", + "entries": [ + "The evaclast makes a Death Slam attack." + ] + }, + { + "name": "Tribunal's Gaze (Costs 2 Actions)", + "entries": [ + "A creature within 60 feet that the evaclast can see is {@condition petrified} until the start of the evaclast's next turn on a failed {@dc 19} Constitution saving throw." + ] + }, + { + "name": "Necrotic Vortex (Costs 2 Actions)", + "entries": [ + "Each creature within 20 feet of the evaclast must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 4d6}) necrotic damage. The evaclast can then fly up to half its flying speed." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "P" + ], + "damageTags": [ + "A", + "B", + "I", + "N" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Creatures shaped by surviving the cataclysmic end times of their own worlds, evaclasts have appeared in familiar planes from very far across the multiverse, possibly even the Planes of Mirror and Shadow where alternate parallel realities cancel each other out in sometimes apocalyptic fashion. Some people suggest evaclasts are not from our universe at all, but rather entities of the Far Realm. However, the few times that aberrations from outside the multiverse and evaclasts have met, they predate each other as they would any other creature.", + { + "type": "inset", + "entries": [ + "Thankfully, evaclasts are encountered as lone arbiters of doom (at least, so far), though some are found with a group of ten or more {@creature zombie|MM|zombies} controlled by the evaclast." + ] + }, + { + "type": "entries", + "name": "Hunger for Reality.", + "entries": [ + "Whatever their origin, evaclasts can be judged only by their actions. Which, so far, are to try to consume every other mortal, fiend, celestial, aberration, beast, or other creaturethey run across. Eating, they say, is the only joy left to them after the deaths of everything they once knew. (Deaths, some suggest, that might have been caused by the evaclasts themselves.)" + ] + }, + { + "type": "entries", + "name": "Messengers and Arbiters of Doom.", + "entries": [ + "When an evaclast appears, it may claim to serve the \"Tribunal of Havoc.\" Little is known of such an entity, but rumors suggest that wherever this tribunal shows up, universal doom follows\u2014doom so all\u2011encompassing that news of the destruction rarely leaks beyond the fallen plane or world. However,an evaclast is more than a messenger. It may ultimately prove to be the reason everything is falling apart in the first place." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Evaclast.webp" + } + } + ] + } + }, + { + "name": "Ghath", + "source": "PB5E", + "page": 46, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 75, + "formula": "10d10 + 20" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 17, + "dex": 17, + "con": 15, + "int": 14, + "wis": 13, + "cha": 10, + "skill": { + "perception": "+3", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "most other mundane languages with practice" + ], + "cr": "3", + "trait": [ + { + "name": "Ambusher", + "entries": [ + "The ghath has advantage on attack rolls against any creature it has surprised." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ghath makes two Toxic Bash attacks." + ] + }, + { + "name": "Toxic Bash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage plus 22 ({@damage 5d8}) poison damage, or half as much poison damage with a successful {@dc 12} Constitution saving throw. A target reduced to 0 hit points by this attack is stable but {@condition poisoned} and {@condition paralyzed} for 1 hour, even after regaining hit points." + ] + }, + { + "name": "Spray Mucilage {@recharge 5}", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 30 ft., one creature. {@h}7 ({@damage 2d6}) acid damage and the target is {@condition restrained} by gummy, clear fluid that sticks to the target and nearby terrain features, drying to a hard shell on the outside. Each round the target is {@condition restrained}, they suffer 7 ({@damage 2d6}) acid damage. In addition, at the end of each round a creature is {@condition restrained}, they must succeed on a {@dc 12} Constitution saving throw, or a portion of the sticky substance works its way into their lungs, threatening their ability to breathe. A creature can hold their breath for a number of minutes equal to 1 + their Constitution modifier, but if the sticky substance is not removed by healing magic in time, the creature begins to suffocate.", + "A {@condition restrained} creature can pull free by using an action and succeeding on a {@dc 12} Strength check. The adhering fluid's hard shell can also be attacked and destroyed (AC 10; 5 hit points; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage)." + ] + } + ], + "traitTags": [ + "Ambusher" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "A", + "B", + "I" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Ghaths are servitor creatures constituted by much more powerful Far Realm aberrations from the rude matter of the multiverse when they arrive here. A ghath instinctively serves whichever creature formed it. They operate as spies, messengers, soldiers, or, often enough, a nightmare entourage.", + { + "type": "inset", + "entries": [ + "Two or three ghaths may accompany a more powerful aberration, or clusters of six to ten ghaths may be encountered." + ] + }, + { + "type": "entries", + "name": "Sculpted for Service.", + "entries": [ + "A ghath may be built up from two or more corpses of any kind, from stone and soil, or even sometimes from still\u2011living flora and fauna. In this latter case, the living tissue may squirm and cry out, asking for help (if it retains vocal cords) even as the ghath it has become the body for does unspeakable things. A ghath is almost but not quite a construct; however, as with anything spawned in the execrable domain outside our own cosmos, definitions and delineations are approximate at best." + ] + }, + { + "type": "entries", + "name": "Abandoned Clusters Persevere.", + "entries": [ + "When ghaths are eventually abandoned by their creator, no longer able to draw on its unearthly animating force, they often degrade and crumble within a few days. Some manage to persist by remaining in clusters hidden below ground, predating nearby creatures for new raw material to reinforce their own crumbling facades and new life force to keep their minds sharp.", + "Ghaths within a cluster usually cooperate with each other. But if ghaths of two different genesis events discover the other, rival clusters can form. When this happens, the groups predate each other, hoping to gain more permanent physical forms by cannibalizing creatures most like themselves." + ] + }, + { + "type": "entries", + "name": "Varying Strategies for the Hunt.", + "entries": [ + "If accompanying a more powerful aberration, ghaths are bold and aggressive, showing themselves and declaring their purpose to their foes. However, if abandoned to their own devices, ghaths prefer to hunt from ambush, using their bodies formed from the environment as ideal camouflage from which to spray prey with a viscous fluid that stifles both movement and breath." + ] + }, + { + "type": "entries", + "name": "Knack for Language.", + "entries": [ + "As creatures formed from the multiverse, sometimes including partially living intelligent beings, ghaths can pick up almost any standard language after just a few exchanges. They might use this gift to interrogate newly captured prey (before incorporating their flesh) about the location of other potential targets." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ghath.webp" + } + } + ] + } + }, + { + "name": "Gologoth", + "source": "PB5E", + "page": 47, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 133, + "formula": "14d10 + 56" + }, + "speed": { + "walk": 50, + "climb": 30 + }, + "str": 20, + "dex": 15, + "con": 18, + "int": 17, + "wis": 17, + "cha": 9, + "skill": { + "perception": "+6", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "languages": [ + "Deep Speech", + "telepathy 60 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The gologoth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapon", + "entries": [ + "The gologoth's melee weapon attacks are magical." + ] + }, + { + "name": "Hallucinatory Regeneration", + "entries": [ + "As long as it is ensconced in a living creature's hallucination, dream, or altered consciousness, such as after using Infest Imagination, the gologoth regains 10 hit points at the start of its turn. The gologoth dies only if it starts its turn with 0 hit points and it doesn't regenerate." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The gologoth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gologoth makes three Intrusive Tendril attacks." + ] + }, + { + "name": "Intrusive Tendril", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. In addition, the target must succeed on a {@dc 15} Constitution saving throw or begin to hallucinate or fall asleep as if affected by the {@spell sleep} spell (as the gologoth chooses), except as noted under Infest Imagination. Attacks made against a sleeping or hallucinating creature do not rouse that creature from sleep or shake them from their hallucinations." + ] + }, + { + "name": "Infest Imagination", + "entries": [ + "The gologoth disappears into the mind of a sleeping or hallucinating creature it can see within 30 feet. All that remains visible are the gologoth's eyes, which usually appear on humanoid victims' palms, noticed only if the fist that curls around them is forced open by allies of the victim. While inside the creature's mind, the gologoth can't be targeted by any attack, spell, or other effect, despite its visible eyes. The infestation lasts until the host body wakes up, stops hallucinating, or drops to 0 hit points, or the gologoth ends it as a bonus action. When the infestation ends, the gologoth reappears in an unoccupied space within 5 feet of the body or, at its option, back in the Far Realm.", + "Each round a target hosts a gologoth, the target must succeed on a {@dc 15} Wisdom saving throw. If they succeed, the host wakes from sleep or their hallucinations (caused by the gologoth) end. If they fail, they suffer 13 ({@damage 3d8}) psychic damage. This damage doesn't wake the host from sleep or end the hallucinations, though the host often begins to scream in a way that horrifies listeners. A gologoth usually leaves the mind of a creature once it has drained them of half their maximum hit points. However, if the target is under attack by enemies, it may infest a victim's mind until the mind dies, then remain in the corpse for hours or days longer." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons", + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "DS", + "TP" + ], + "damageTags": [ + "P", + "Y" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An altered state of consciousness draws gologoths from the edge of existence. Sleep qualifies, but unconsciousness, extreme exhaustion, drunkenness, and especially those experiencing hallucinations for any reason can draw a gologoth like a fly to excrement. Those who survive its initial attention may wish to avoid comprehending that the horrific vision they experienced was something invading their minds from outside the cosmos. However, once a bridge between a gologoth and a victim has been created, that victim is likely to be visited again and again until nothing remains of them but a mindless shell.", + { + "type": "inset", + "entries": [ + "Gologoths are usually encountered alone." + ] + }, + { + "type": "entries", + "name": "Anathema of Shape.", + "entries": [ + "A nightmare or hallucination, even one born of normal circumstance, can shake a victim all by itself. Magnify that by ten, and that's what a gologoth victim experiences. A churning being whose insides and outsides replace each other without purpose, with eyes like poison emeralds, ebony scales etched with unknowable runes, and, most nausea\u2011inducing of all, a nest of twining tendrils that lash and grasp." + ] + }, + { + "type": "entries", + "name": "Seekers of Knowledge.", + "entries": [ + "Just as sages and wizards of the multiverse strain their minds to learn more of the Far Realm, it seems that some force, entity, or group of beings from that incogitable domain desires to spy on our cosmos. Maybe. If so, gologoths could be horrific dimensional explorers that are cast out like psychic fishing lines, seeking to learn what they can by consuming the minds of those they snag." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Gologoth.webp" + } + } + ] + } + }, + { + "name": "Orglin", + "source": "PB5E", + "page": 48, + "size": [ + "H" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 73, + "formula": "7d12 + 28" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 22, + "dex": 11, + "con": 18, + "int": 3, + "wis": 11, + "cha": 4, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "bludgeoning" + ], + "conditionImmune": [ + "charmed (while being telepathically controlled)" + ], + "cr": "4", + "trait": [ + { + "name": "Damage Transfer", + "entries": [ + "When a telepathic rider is controlling the orglin, the rider takes only half the damage dealt to them, and the orglin takes the other half." + ] + }, + { + "name": "Telepathically Docile", + "entries": [ + "A riderless orglin is about as dangerous and unpredictable as a bull or wild boar, but if contacted telepathically, it is automatically {@condition charmed} (no saving throw) and settles down to wait for a potential rider to approach. Harming the orglin or ending the mental contact makes it revert to its normal behavior." + ] + }, + { + "name": "Stench", + "entries": [ + "Any creature that starts their turn within 10 feet of the orglin must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of their next turn. On a successful saving throw, the creature is immune to the orglin's stench for 24 hours. The orglin's rider and most creatures from the Far Realm are immune to this ability." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage." + ] + }, + { + "name": "Stench Burst (1/Day)", + "entries": [ + "The orglin vomits a concentrated burst of its stinking chemicals in a 30-foot cone. Creatures in the area must succeed on a {@dc 12} Constitution saving throw or be coated in foul-smelling liquid. A coated creature exudes a horrible stench for {@dice 1d4} hours. The coated creature is {@condition poisoned} as long as the stench lasts, and other creatures are {@condition poisoned} while within 5 feet of the coated creature. A creature can remove the stench from themself by using a short rest to bathe in water, alcohol, or vinegar." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Orglins originated in the Far Realm. Mutated by the mere desire of greater entities of that rulerless kingdom, they serve as mounts and beasts of burden for their masters or any who dare to telepathically command them. When orglins appear in the multiverse, they resemble snails with fleshy, retractable shells. An orglin moves unnaturally quickly on dozens of tentacle\u2011like legs that emerge from beneath its large lower portion.", + "Rarely, an orglin is hatched that is a throwback to its ancestral form, without the mutations granting them tentacle legs. Their masters normally slay these \"useless\" beasts and feed their meat to other minions.", + { + "type": "inset", + "entries": [ + "It's rare to find an orglin alone without a rider or others of its kind." + ] + }, + { + "type": "entries", + "name": "Mind-Controlled Mount.", + "entries": [ + "Telepathic creatures of the Far Realm use orglins as mounts and beasts of burden. A creature with telepathy can move into the brain\u2011shell of a riderless orglin, link to its mind, and control it effortlessly. The beast reflexively closes its shell around its rider, protecting them against attacks. The rider can use a bonus action to open the shell, then use their normal movement to dismount." + ] + }, + { + "type": "entries", + "name": "Disgusting Slime.", + "entries": [ + "An orglin's body is covered in slightly sticky mucus that smells horrible to humanoids and most normal animals. If frightened (or directed to attack by its rider), the orglin can vomit this material at range, coating foes and potential predators." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Orglin.webp" + } + } + ] + } + }, + { + "name": "Vorothid", + "source": "PB5E", + "page": 49, + "size": [ + "S" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "average": 45, + "formula": "10d6 + 10" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 13, + "dex": 17, + "con": 13, + "int": 4, + "wis": 10, + "cha": 6, + "skill": { + "perception": "+4", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "conditionImmune": [ + "blinded" + ], + "languages": [ + "Deep Speech (understands, doesn't speak)", + "telepathy 60 ft." + ], + "cr": "1", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The vorothid has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Stone Camouflage", + "entries": [ + "The vorothid has advantage on Stealth checks made to hide in stony and crystalline environments." + ] + }, + { + "name": "Innate Spellcasting (Psionics)", + "entries": [ + "The vorothid's spellcasting ability is Intelligence (spell save {@dc 10}). It can innately cast the following spells, requiring no components:", + { + "type": "list", + "items": [ + "At will: feather fall (self only), mage hand", + "1/day each: animal friendship, charm person" + ] + } + ] + } + ], + "action": [ + { + "name": "Tentacles", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage. If the target is a creature, they are {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the vorothid can't use its tentacles on another target." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Tentacles" + ], + "languageTags": [ + "DS", + "TP" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These bizarre, alien creatures have four-tentacled octopus-like bodies and irregular crystalline \"heads\" that float above them. Oozing from the Far Realm through weak points in reality, vorothids have infiltrated the Outer Planes, underground areas on various worlds of the Material Plane, and regions of the Astral. An infestation of young vorothids looks like a cluster of pretty, hand-sized animals that resemble starfish (each with a thumbnail\u2011sized gem embedded in its center) that cling to stones and feed on tiny vermin. If they have enough to eat, they can metamorphose into their Small adult form within a couple of weeks.", + { + "type": "inset", + "entries": [ + "Vorothids can be encountered singly, in small packs, or in the company of a more powerful creature that can command them (usually telepathically)." + ] + }, + { + "type": "entries", + "name": "Simple Predator.", + "entries": [ + "Although a vorothid can subsist on eating flesh, it can reproduce only if it has eaten its fill of psychic energy from intelligent prey. Individual vorothids prefer to ambush small animals or use their psionics to draw away a pet or mount for an undisturbed meal, but they may attack humanoids if they haven't had a sapient meal in a while." + ] + }, + { + "type": "entries", + "name": "Difficult Communication.", + "entries": [ + "Vorothids are at least as smart as dogs, but their alien nature makes it almost impossible for humanoids to tame or understand them. They are prone to inexplicable behavior, and attempts to categorize the lights and patterns in their crystalline \"heads\" always lead to confusion, contradictions, and sometimes literal headaches for their would\u2011be masters. Telepathic entities, particularly those from the Far Realm, can interact with them fairly easily." + ] + }, + { + "type": "entries", + "name": "Psychic Scout.", + "entries": [ + "Because they are receptive to telepathy, a tamed vorothid makes an excellent scout and spy, for their master can order them to secretly observe an area, then read the creature's mind for details. They can be trained to steal (or at least misplace) small objects using mage hand, and they instinctively flee danger, often by flinging themselves off of high spaces and using feather fall to land safely (or on a potential target). Anyone who thinks they've tamed a vorothid should beware. These creatures are ultimately unknowable, and a \"tame\" individual or pack could simply decide one day to eat their owner's mind." + ] + }, + { + "type": "inset", + "entries": [ + "A vorothid may cling to the hull of an astral vessel, dropping off when it reaches an environment with suitable prey." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Vorothid.webp" + } + } + ] + } + }, + { + "name": "Feralflower", + "source": "PB5E", + "page": 50, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 90, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 17, + "dex": 16, + "con": 16, + "int": 4, + "wis": 16, + "cha": 16, + "skill": { + "stealth": "+5" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 13, + "cr": "3", + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "The feralflower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", + "Climb-By Attack. The feralflower doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing." + ] + }, + { + "name": "Trap Maker", + "entries": [ + "With a few hours of effort, a feralflower can create devious traps out of common plants, trees, structures, and objects in its environment. The simplest version is a thorned vine trap that tightens onto a victim's limb on a failed {@dc 13} Dexterity saving throw, inflicting 2 ({@damage 1d4}) piercing damage and restraining the creature (escape {@dc 13}). Each failed escape check deals 1 piercing damage to the trapped creature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The feralflower makes two Thorned Tendril attacks." + ] + }, + { + "name": "Thorned Tendril", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage and 3 ({@damage 1d6}) poison damage. A target struck by a tendril must also succeed on a {@dc 13} Constitution saving throw or begin hallucinating for 1 minute. A hallucinating target has disadvantage on all attacks, saves, and checks. In addition, they must make another {@dc 13} Constitution saving throw at the beginning of each turn while they are hallucinating or react as follows. On a successful save, the victim acts normally (but with disadvantage) on their turn.", + { + "colLabels": [ + "d6", + "Behavior" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The target uses all their movement to move in a random direction. They take no action this turn." + ], + [ + "2", + "The target uses their action to make a melee attack against a randomly determined creature within reach. If there is no creature within reach, the target does nothing this turn." + ], + [ + "3", + "The target is frightened of a random creature or object this round." + ], + [ + "4", + "The target laughs uncontrollably. While laughing, the target is {@condition incapacitated} and {@condition prone}." + ], + [ + "5", + "The target nods off to sleep, but wakes up if damaged or shaken awake." + ], + [ + "6", + "The target uses their action to hug a randomly determined creature within reach. If there is no creature within reach, the target does nothing this turn but happily hum." + ] + ], + "type": "table" + } + ] + } + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Popping up among vast plains of wildflowers on the Outer Plane known as the Beastlands, feralflowers exist on the far end of the dimension's embodiment of beauty and wilderness. Ruby\u2011red blooms may enchant the eye in an otherwise natural setting. Those who approach to view these blooms up close likely wander into a trap the hungry petals have crafted to render prey pliable to physical attacks.", + { + "type": "inset", + "entries": [ + "Feralflowers hunt by themselves, or in groups of two or three." + ] + }, + { + "type": "entries", + "name": "Deceptive Trappers.", + "entries": [ + "A pit, hanging \"noose\" vines, blooms with soporific effects, and more are the kinds of natural traps a feralflower instinctively creates\u2014or perhaps learns by mimicking other flowers\u2014to keep potential prey distracted from one threat while the feralflower moves in from the flank." + ] + }, + { + "type": "entries", + "name": "Walking Plant.", + "entries": [ + "When a feralflower attacks, its natural plantlike attributes give way to an agile ability to move across most surfaces, and up and down nearby trees or other vertical surfaces with surprising but deadly grace." + ] + }, + { + "type": "entries", + "name": "Seeding Across the Planes.", + "entries": [ + "Feralflowers fruit every year, dropping red berries attached to frizzy, entangling tendrils easily caught in fur and garments. The fruit is tangy and sweet, enjoyed by many creatures in the Beastlands that have learned how to deal with feralflowers peacefully. Some travelers who learn of the fruit have created something of a market for it in small quantities for elite crossplanar palates. The downside of this practice is that the discarded pits can grow into feralflowers displaced from their natural plane of existence. A feralflower lurking in a dark alley in a random world of the Material Plane is an altogether different threat than one known by the natives of the Beastlands." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Feralflower.webp" + } + } + ] + } + }, + { + "name": "Festering Amnic", + "source": "PB5E", + "page": 51, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": 10, + "fly": 60 + }, + "str": 19, + "dex": 14, + "con": 18, + "int": 7, + "wis": 15, + "cha": 9, + "save": { + "con": "+7", + "wis": "+5" + }, + "skill": { + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 15, + "resist": [ + "acid", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "understands Infernal (can't speak)" + ], + "cr": "5", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The festering amnic makes two spike attacks or two Rotting Discharge attacks, or one of each." + ] + }, + { + "name": "Spike", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Rotting Discharge", + "entries": [ + "{@atk rw} {@hit 7} to hit, reach 15 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target must make a successful {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 round by the puff of festering fungal spores growing on the creature. The target must also succeed on a {@dc 13} Constitution saving throw to avoid becoming infected with a flesh.rotting disease. If infected, the creature has disadvantage on Charisma checks and vulnerability to all damage. The disease lasts for 7 ({@dice 2d6}) days unless removed through magical means." + ] + }, + { + "name": "Darkness {@recharge 5}", + "entries": [ + "Magical darkness spreads from a point within 60 feet of the amnic to fill a 15-foot-radius sphere for up to 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this darkness's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." + ] + }, + { + "name": "Putrescence (1/Day)", + "entries": [ + "The festering amnic leaks a smelly silvery red substance akin to ink in viscosity, staining an adjacent 5.foot space, object, or helpless creature. For the next several days, any living creature within 30 feet of the stain at the start of their turn must succeed on a {@dc 15} Constitution saving throw against poison or be {@condition poisoned} for {@dice 1d6} rounds. A creature that makes a successful saving throw is immune to a festering amnic's Putrescence ability for 24 hours." + ] + } + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "I" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Festering amnics have spread into other worlds from the Lower Planes. They resemble polyp.studded irregular masses of metal, and the smell of decaying meat accompanying them reveals their taste for rotting flesh.", + { + "type": "inset", + "entries": [ + "Festering amnics are usually encountered alone near sites where the recently dead can be found, such as battlefields. Sometimes they fall into the service of evil wizards, but only as long as they are fed a steady diet." + ] + }, + { + "type": "entries", + "name": "Fiending Beginnings.", + "entries": [ + "A festering amnic is born of chunks of metal from the cursed, discarded, and broken weapons left behind by armies across the Lower Planes. Inhabited by a fiendish spirit that forces a sick half.life into the metal, quasi.fungal growths sprout across the massfs surface, giving it a semblance of life. Worse, the fungal organs cause rot in living flesh, a taste the amnic lusts for." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Festering-Amnic.webp" + } + } + ] + } + }, + { + "name": "Fettered Gremlin", + "source": "PB5E", + "page": 52, + "size": [ + "T" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 49, + "formula": "11d4 + 22" + }, + "speed": { + "walk": 20, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 3, + "dex": 18, + "con": 14, + "int": 12, + "wis": 10, + "cha": 14, + "save": { + "dex": "+6", + "wis": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "psychic" + ], + "vulnerable": [ + "lightning" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed" + ], + "languages": [ + "Sylvan", + "Deep Speech", + "telepathy 30 ft." + ], + "cr": "3", + "trait": [ + { + "name": "Psychic Trigger", + "entries": [ + "A creature that hits the fettered gremlin with a melee attack takes 5 ({@damage 1d10}) psychic damage." + ] + }, + { + "name": "Construct Consciousness", + "entries": [ + "In addition to its regular senses, the fettered gremlin's strange fused device gives it a second consciousness that grants it advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, and knocked {@condition unconscious}." + ] + }, + { + "name": "Death Is No Release (1 Use)", + "entries": [ + "If the fettered gremlin is reduced to 0 hit points and retains most of its body, the strange device fused to its flesh injects it with chemicals, reviving it with full hit points at the beginning of its next turn. However, the fettered gremlin now has the undead type." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fettered gremlin makes two Horrendous Glare attacks." + ] + }, + { + "name": "Horrendous Glare", + "entries": [ + "One target the fettered gremlin can see within 60 feet must succeed on a {@dc 12} Charisma saving throw or take 13 ({@damage 3d8}) psychic damage. In addition, every other creature within 5 feet of the target takes 4 ({@damage 1d8}) psychic damage on a failed {@dc 12} Charisma saving throw." + ] + }, + { + "name": "Not Here {@recharge 5}", + "entries": [ + "A psychic manipulation of reality renders the fettered gremlin {@condition invisible} for up to ten minutes. The effect ends if the fettered gremlin attacks." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "DS", + "S", + "TP" + ], + "damageTags": [ + "Y" + ], + "savingThrowForced": [ + "charisma" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Fettered gremlins may have started out as fey, but a past interaction with an unknown group or entity changed them. They are now part living and part construct, thanks to an aberrant device embedded in the flesh of each one.", + { + "type": "inset", + "entries": [ + "Fettered gremlins are usually encountered alone while spying, if they're seen at all." + ] + }, + { + "type": "entries", + "name": "Construct Vigor.", + "entries": [ + "The price a fettered gremlin pays for the strange device fused to their flesh is that their minds are forever changed, making them alien even to other fey. But they also gain advantages, of a sort. They are harder to stun, blind, deafen, or knock unconscious. They can't be charmed, exhausted, frightened, or paralyzed. And if they are killed, the device revives them\u2014or, more accurately, reanimates them into undead versions of their former selves." + ] + }, + { + "type": "entries", + "name": "Aberrant Spies.", + "entries": [ + "Fettered gremlins are keen to spy on other creatures across all the planes of the multiverse, and when possible, do some damage if it seems likely they can get away afterward. Who are they spying for? It's unclear, but a {@creature psychic war veteran|PB5E} might say that fettered gremlins are vanguards of the \"coming war.\" Whatever that means." + ] + }, + { + "type": "entries", + "name": "Liquid Undeath.", + "entries": [ + "If a fettered gremlin is truly destroyed (including the undead version that arises after the living body dies), someone with special knowledge could harvest the strange chemicals from the embedded device, which some wizards value for their supposed ability to aid in the ritual of turning a living spellcaster into a lich. But doing so is dangerous and could render the salvager into a mindless zombie should a mishap occur." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Fettered-Gremlin.webp" + } + } + ] + } + }, + { + "name": "Flayed Messenger", + "source": "PB5E", + "page": 53, + "size": [ + "H" + ], + "type": "celestial", + "alignment": [ + { + "alignment": [ + "C", + "N" + ] + }, + { + "alignment": [ + "L", + "N" + ] + } + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 175, + "formula": "14d12 + 84" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 21, + "dex": 10, + "con": 22, + "int": 17, + "wis": 18, + "cha": 16, + "save": { + "str": "+10", + "con": "+11", + "wis": "+9", + "cha": "+8" + }, + "skill": { + "insight": "+9", + "perception": "+9" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 19, + "resist": [ + "necrotic", + "poison", + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "psychic", + "thunder" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "13", + "trait": [ + { + "name": "Angelic Weapons", + "entries": [ + "The flayed messenger's weapon attacks are magical. When the messenger hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The flayed messenger has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Innate Spellcasting", + "entries": [ + "The flayed messenger casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 16}, {@hit 8} to hit with spell attacks):", + { + "type": "list", + "items": [ + "At will: compelled duel, detect evil and good, wrathful smite", + "3/day each: death ward, freedom of movement", + "1/day each: aura of life, destructive wave, revivify" + ] + } + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The flayed messenger uses Pain Aura if they can. They then make two longsword attacks." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage plus 18 ({@damage 4d8}) radiant damage." + ] + }, + { + "name": "Pain Aura {@recharge 5}", + "entries": [ + "The flayed messenger magically emits a strobing red and white aura that causes pain in living creatures. Each creature within 15 feet of the messenger that can see the light must succeed on a {@dc 15} Wisdom saving throw or be {@condition incapacitated} for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature's saving throw is successful or the effect ends for them, the creature is immune to the messenger's Pain Aura for the next 24 hours." + ] + } + ], + "attachedItems": [ + "longsword|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "R", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The fiends of the Lower Planes have had thousands of years to perfect torture techniques so vile that they leave wounds that never truly heal. A flayed messenger is a type of angel who survived and escaped this kind of torture. Forever scarred by their ordeal, they walk a fine line between good and evil, serenity and insanity, hunting the enemies of the divine planes and striking out with malice and painful intent unbecoming a celestial.", + { + "type": "inset", + "entries": [ + "A flayed messenger is usually encountered alone while out hunting fiends." + ] + }, + { + "type": "entries", + "name": "Agonizing Existence.", + "entries": [ + "Flayed messengers wear bone.white armor that covers the worst of their torture.inflicted injuries, but their raw, red flesh is visible around it. Beneath the armor, their skin is covered in scars, or even stripped away to bare muscle and sinew. The angelfs power and determination allows them to survive despite these permanent wounds, but they are in a constant state of pain." + ] + }, + { + "type": "entries", + "name": "Vengeful Angels.", + "entries": [ + "Flayed messengers have cast aside their original lofty goals and chosen to hunt fiends and other evil creatures. Unlike other celestials who follow a code of honorable warfare, a messenger uses guerrilla tactics and ambushes to win, including deliberately inflicting debilitating and humiliating wounds on enemies to slow, distract, and demoralize them." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Flayed-Messenger.webp" + } + } + ] + } + }, + { + "name": "Flayer of Teeth", + "source": "PB5E", + "page": 54, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d8 + 40" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 18, + "dex": 15, + "con": 18, + "int": 3, + "wis": 12, + "cha": 6, + "save": { + "con": "+7", + "wis": "+4", + "cha": "+5" + }, + "senses": [ + "tremorsense 120 ft." + ], + "passive": 11, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned", + "prone" + ], + "cr": "8", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The flayer of teeth has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The flayer of teeth makes four attacks with its toothed chains." + ] + }, + { + "name": "Toothed Chains", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. The target is {@condition grappled} (escape {@dc 14}) if the flayer of teeth isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of their turns." + ] + }, + { + "name": "Limbo Pulse (Recharge after a Short or Long Rest)", + "entries": [ + "Chaos rolls away from the flayer of teeth, leaving behind a ripple of change. All creatures within 50 feet take 28 ({@damage 8d6}) acid, fire, or lightning damage (randomly determined for each use) on a failed {@dc 14} Dexterity saving throw, or half as much damage on a successful one. In the aftermath, the area affected by Limbo Pulse is chaotically rearranged, becoming difficult terrain. Each creature other than the flayer of teeth that starts their turn in that area must succeed on a {@dc 10} Strength saving throw or have their speed reduced to 0 until the start of their next turn." + ] + }, + { + "name": "Scratch Through Reality (Recharge after a Long Rest)", + "entries": [ + "The flayer of teeth abrades the floor or wall, creating a portal to a random planar location, or to Limbo, and passes through. The portal stays open for {@dice 1d4} rounds, then slams shut, leaving a ragged scar in whatever surface it was scratched into." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A flayer of teeth is a hulk of fangs, iron hooks, horns, tooth.spiked chains, and claws. Eyeless and mouthless, this creature birthed in the roiling chaos of Limbo acts as randomly and capriciously as its malleable, heaving form seems to promise.", + { + "type": "inset", + "entries": [ + "Lone flayers of teeth are usually encountered in lightless places across the multiverse." + ] + }, + { + "type": "entries", + "name": "Fiendish Framework.", + "entries": [ + "All flayers of teeth descend from a fiend that succumbed to a disintegration spell in Limbo. But through hellish will alone, the creature retained a thread of existence by imprinting its mind on revenge. What survived is an inchoate accretion of iron, horn, and tooth. A flayer of teeth either rolls along or extends chains to pull itself across great distances quickly." + ] + }, + { + "type": "entries", + "name": "Harvester of Teeth.", + "entries": [ + "Sensing its surroundings by contact, a flayer of teeth heaves itself toward movement with a horrendous clatter of jangling chains, clattering teeth, and scraping claws. It doesn't want a victim's flesh; rather, it wants their teeth, their nails or claws, and any sharp bits of iron or metal, all of which the flayer incorporates into its own form. However, extracting that from a living creature is every bit as deadly as if the flayer ate directly of their flesh. When a flayer of teeth has consumed enough, it calves off smaller versions of itself. Unlike true children, these scions are just as capable as their \"parent.\"" + ] + }, + { + "type": "entries", + "name": "Touched by Limbo.", + "entries": [ + "An aura of the plane that formed their first ancestor clings to each flayer of teeth, so that objects near one have a mutable, dangerous aspect. A nearby boulder may become a ball of exploding fire, or the floor a pool of acid, or the ceiling a crop of falling icicles. Usually, flayers of teeth can't directly change objects worn by intelligent creatures or the creatures themselves\u2014at least until they're dead, at which point the flayer uses this ability to harvest the victims for the material it craves." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Flayer-of-Teeth.webp" + } + } + ] + } + }, + { + "name": "Galvanic Scar", + "source": "PB5E", + "page": 55, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 22, + "formula": "5d6 + 5" + }, + "speed": { + "walk": 30, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 9, + "dex": 14, + "con": 12, + "int": 7, + "wis": 13, + "cha": 14, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "thunder" + ], + "languages": [ + "understands Auran but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Electrifying Form", + "entries": [ + "A creature that touches the galvanic scar or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) lightning damage, and on a failed {@dc 10} Constitution save, lightning attacks against the creature have advantage for 1 minute." + ] + }, + { + "name": "Rides the Lightning", + "entries": [ + "As its bonus action, the galvanic scar can travel instantly as a bolt of lightning, effectively teleporting to an open space within 60 feet." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The scar makes two Spark Bolt attacks." + ] + }, + { + "name": "Spark Bolt", + "entries": [ + "{@atk rs} {@hit 4} to hit, range 30 ft., one target. {@h}7 ({@damage 2d6}) lightning damage and the target must succeed on a {@dc 10} Constitution save or be subject to Electrifying Form." + ] + }, + { + "name": "Inhabit {@recharge}", + "entries": [ + "One living target that the galvanic scar can see within 5 feet of it must succeed on a {@dc 10} Charisma saving throw or be inhabited by the scar; the scar then disappears. The scar can't be targeted by any attack, spell, or other effect. The inhabitation lasts until the host body drops to 0 hit points, or the scar ends it as a bonus action. While inhabited, the target becomes overly enthusiastic about lightning, and must succeed on a {@dc 10} Wisdom saving throw each time they witness it. On a failed save, the host attempts to expose themselves to lightning as a bonus action (such as by jumping in front of an ally's lightning bolt or running out into a lightning storm). When the inhabitation ends, the scar reappears in an unoccupied space within 5 feet of the body. The target is immune to this effect for 24 hours after succeeding on the saving throw or after the inhabitation ends." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AU", + "CS" + ], + "damageTags": [ + "L" + ], + "savingThrowForced": [ + "charisma" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The {@spell lightning bolt|PHB} spell is adored by wizards and hated by those at the other end of the crackling fingertips or wand. Each time the spell is flung at foes, it leaves behind an eye.watering afterimage, the smell of storms, and often a seared and smoking foe. But on very rare occasions, the energy of the bolt resonates in the area to rip open an aperture to the Elemental Chaos, through which emerges a galvanic scar.", + { + "type": "inset", + "entries": [ + "Galvanic scars are usually encountered alone or in squalls of three in the aftermath of a magical lightning strike." + ] + }, + { + "type": "entries", + "name": "Born in Lightning.", + "entries": [ + "Magical lightning is usually required to summon a galvanic scar, but sometimes normal lightning striking ruins saturated in magical energy can also give rise to one of these elemental creatures. Appearing in crackling gaps of jagged electricity within tiny puffs of storm clouds, a galvanic scar resembles the silhouette of a serpent, usually no more than 3 feet long and often with two humanoid arms near the head." + ] + }, + { + "type": "entries", + "name": "Eager to Remain.", + "entries": [ + "Once accidentally summoned (or brought into being, as some people believe), galvanic scars are eager to remain in a Material Plane world. They can do so by touching living things around them, feeding off the minute amounts of bioelectricity that most creatures possess. If successful, they subsume themselves in the flesh of a host creature for a time, until they are drawn out by an even more impressive source of lightning, such as another lightning bolt spell or a natural thunderstorm." + ] + }, + { + "type": "entries", + "name": "Valuable to Arcane Study.", + "entries": [ + "Some wizards seek to collect galvanic scars for use in spell research. If properly channeled into a glass jar insulated just so, a galvanic scar can be captured and held, though it rages like a miniature storm inside its container." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Galvanic-Scar.webp" + } + } + ] + } + }, + { + "name": "Ganrejith", + "source": "PB5E", + "page": 56, + "size": [ + "H" + ], + "type": "fiend", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "11d12 + 55" + }, + "speed": { + "walk": 40 + }, + "str": 23, + "dex": 14, + "con": 18, + "int": 10, + "wis": 12, + "cha": 13, + "save": { + "str": "+9", + "con": "+7", + "wis": "+4" + }, + "skill": { + "athletics": "+9", + "perception": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "resist": [ + "cold", + "fire", + "lightning", + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal" + ], + "cr": "7", + "trait": [ + { + "name": "Maddening Appearance", + "entries": [ + "If a creature within 60 feet of the ganrejith can see their actual body, the fiend can force the creature to make a {@dc 14} Wisdom saving throw (fiends are immune to this ability). On a failed save, the creature takes 10 ({@damage 3d6}) psychic damage and is {@condition charmed}. The creature must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature acts insane for one minute, as if affected by a {@spell symbol|PHB|symbol (insanity)} spell.", + "A creature who isn't surprised by the ganrejith can avert their eyes and avoid having to make the saving throw at the start of their turn. If they do so, they can't see the fiend until the start of their next turn, when they can avert their eyes again. If they look at the fiend in the meantime, they must immediately make the save." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ganrejith has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Medium Bulk", + "entries": [ + "A ganrejith can move without squeezing through any space that fits a Medium creature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ganrejith makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage." + ] + }, + { + "name": "Horror Seed {@recharge}", + "entries": [ + "One creature of the ganrejith's choice that is within 100 feet of the fiend and aware of them must succeed on a {@dc 14} Wisdom saving throw. Those who succeed are immune to this ability for 24 hours; those who fail become infected by visions and dreams of the ganrejith's true shape. After one hour, an affected creature must make a saving throw again. Success means they are afflicted with short.term madness for {@dice 1d10} minutes; failure means they gain long.term madness for {@dice 1d10 x 10} hours." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A ganrejith is a bizarre fiend native to Pandemonium. Although they look like an attractive androgynous tiefling, that is just the visible portion of their body, a mix of lure, weapon, and tongue, used to attract and acquire prey. They have pleasant voices and rarely speak above a whisper. Creatures that come close to a ganrejith can sense something strange about them, a subconscious feeling of distress and mental trauma caused by proximity to their bizarre anatomy.", + { + "type": "inset", + "entries": [ + "Ganrejiths are often solitary but might ally with other fiends (particularly demons) for a common goal." + ] + }, + { + "type": "entries", + "name": "Bigger Than They Seem.", + "entries": [ + "A ganrejith's actual body is large and monstrous but invisible, trailing away (behind or below them) into an extradimensional space they bring with them. The creature's full body (especially when juxtaposed with their tiefling \"foreparts\") is horrifying and disgusting, traumatizing most mortals who see their true shape by using see invisibility, truesight, or abilities that allow them to peer into adjacent planes." + ] + }, + { + "type": "entries", + "name": "Creature of Chaos.", + "entries": [ + "Ganrejiths have similar mindsets to demons and often ally with them, but when acting on their own, they're mainly interested in eating and disrupting mortal lives with fear and madness." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ganrejith.webp" + } + } + ] + } + }, + { + "name": "Ghoul Beetle Swarm", + "source": "PB5E", + "page": 57, + "size": [ + "L" + ], + "type": { + "type": "undead", + "swarmSize": "T" + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d10 + 16" + }, + "speed": { + "walk": 40, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 17, + "dex": 14, + "con": 14, + "int": 2, + "wis": 12, + "cha": 11, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "3", + "trait": [ + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beetle. The swarm can't regain hit points or gain temporary hit points." + ] + }, + { + "name": "Engulfing Wave", + "entries": [ + "If the swarm moves at least 20 feet straight toward a creature and then hits them with a Bites attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage from the attack." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The swarm has advantage on saving throws against turning. If turned, the swarm can repeat its saving throw each round on its turn to end the effect early." + ] + }, + { + "name": "Necrotic Budding", + "entries": [ + "With access to a steady diet of corpses, a ghoul beetle swarm can produce additional swarms at a rate of one about every week." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The swarm makes two Bites attacks." + ] + }, + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature other than an elf or undead, they must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "Ghoul beetle swarms can be encountered on their own, in groups of two to five, or in the presence of other undead who command their actions." + ] + }, + { + "type": "entries", + "name": "Flesh Feeders.", + "entries": [ + "Like ghouls, ghoul beetles are drawn to locations where they can eat dead things, or soon.to.be.dead things. Unlike ghouls, ghoul beetle swarms are nourished by the flesh they eat. Over time, relying on some sort of demonic generative process, more and more ghoul beetles arise from an actively feeding swarm, which in turn gives rise to more swarms. However, if not fed, a swarm of ghoul beetles can remain animated indefinitely." + ] + }, + { + "type": "entries", + "name": "Undead Fashion.", + "entries": [ + "Some intelligent undead or powerful necromancers use ghoul beetle swarms as animate outerwear, which can be molded and shaped according to their designs, but usually includes a long train. In a pinch, the outerwear can disengage and swarm anything the wearer indicates." + ] + }, + { + "type": "inset", + "entries": [ + "A ghoul beetle swarm is sometimes associated with the {@creature tomb of winter|PB5E|Tomb of Winter (page 137)}." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "Kiarana shrugged. \"It could be worse.\"", + "Vronk scratched his beard, considering. \"What's worse than a beetle swarm?\"", + "\"You had to ask,\" said Saskia, pointing at the cave mouth. A smear of greenish light resolved. Glowing undead bugs, crawling and scrabbling over each other in their thousands, washed forward like a wave. Or, more precisely, a swarm of ghoul beetles." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ghoul-Beetle-Swarm.webp" + } + } + ] + } + }, + { + "name": "Glacier Imp", + "source": "PB5E", + "page": 58, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + 14 + ], + "hp": { + "average": 44, + "formula": "8d8 + 8" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 14, + "con": 12, + "int": 9, + "wis": 12, + "cha": 10, + "senses": [ + "darkvision 60 ft.", + "tremorsense 30 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "cold", + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "2", + "trait": [ + { + "name": "Cold Absorption", + "entries": [ + "Whenever the glacier imp is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt." + ] + }, + { + "name": "Death Burst", + "entries": [ + "When the glacier imp dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a {@dc 12} Dexterity saving throw, taking 9 ({@damage 2d8}) slashing damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the glacier imp remains motionless, it is indistinguishable from an ordinary patch of ice or icicle." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The glacier imp makes two claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage and 7 ({@damage 2d6}) cold damage." + ] + }, + { + "name": "Frost Breath {@recharge}", + "entries": [ + "The glacier imp exhales a 15.foot cone of cold air. Each creature in that area must succeed on a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) cold damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Death Burst", + "False Appearance" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Carved from inconstant glaciers of the Elemental Chaos, glacier imps are elementals magically commanded to serve as warders, guards, watchers, and, in some cases, the last defenses against those who would loot ancient tombs of powerful monarchs or crafty wizards.", + { + "type": "inset", + "entries": [ + "Two to four glacier imps can be encountered guarding or protecting some out.of.the.way location, be it a crypt, a secret entrance to a stronghold, or a portal leading to a hidden dimension." + ] + }, + { + "type": "entries", + "name": "Icy Facades.", + "entries": [ + "When simply watching and waiting, glacier imps resemble a series of slick patches of ice on a surface or several very large frozen icicles hanging from an eave or rafter. But when called to action by the intrusion of strangers, glacier imps shatter and reassemble from their component shards, becoming ice monstrosities only vaguely humanoid in outline, but about human size." + ] + }, + { + "type": "entries", + "name": "Drawn by Warmth.", + "entries": [ + "Glacier imps feel warmth is a broken promise and seek to enact revenge on those who would carry a torch or lantern\u2014or even radiate body warmth\u2014in their presence. Which is why living creatures are the favored enemies of glacier imps, who want to extinguish that warmth and entomb it beneath an eternal layer of ice. The imps often ignore undead and other constructs whose body temperatures are the same as that of their surroundings, at least until their trespass becomes too much to bear." + ] + }, + { + "type": "entries", + "name": "Crop of Imps.", + "entries": [ + "If a single glacier imp is encountered, there are probably at least one or two more nearby. These beings flourish in the cold, and when two or more are set to watch a particular location, they generally last for decades before they must face down potential intruders." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "A glacier imp doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Glacier-Imp.webp" + } + } + ] + } + }, + { + "name": "Glimmer Moth", + "source": "PB5E", + "page": 59, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "U" + ], + "ac": [ + 14 + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 10, + "climb": 10, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 17, + "dex": 14, + "con": 17, + "int": 5, + "wis": 13, + "cha": 12, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "understands Sylvan and Elvish but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Keen Sight", + "entries": [ + "The glimmer moth has advantage on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Fey Moth Mount", + "entries": [ + "A trained glimmer moth can serve as a flying mount for a Medium or smaller creature (despite being only Medium size itself ). If the glimmer moth is moved against its will while carrying a rider, the rider doesn't need to make a Dexterity saving throw to avoid falling, because it is the moth that holds the rider. If the rider is knocked {@condition prone}, the moth must succeed on a {@dc 10} Strength saving throw to retain its hold on them. If the moth would be knocked {@condition prone}, it instead dips about 10 feet before reestablishing stable flight. Otherwise, the rules for mounted combat apply to the glimmer moth and its rider." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The glimmer moth makes one sting attack and one severing wing attack." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Severing Wing", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "E", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These enormous moth.like creatures seem too graceful and beautiful to be insects, and certainly too large. Their gleaming emerald and ruby wings have an internal light that glimmers even in complete darkness. In the sun, they sparkle with layers of color and light that delight the eye.", + { + "type": "inset", + "entries": [ + "A glimmer moth can carry up to 250 pounds of rider and gear before being encumbered, or 500 pounds while encumbered." + ] + }, + { + "type": "entries", + "name": "Noble Feywild Steeds.", + "entries": [ + "Glimmer moths are bred in the Feywild to be used as flying steeds by fey nobility. A rider is hugged tightly to the creature's abdomen by the glimmer moth's soft but firm legs, even as the wings blur into motion and carry them aloft. It might be more accurate to call a rider a passenger; however, a rider can direct the moth's path through the air by shifting their weight just so, or by verbally instructing the moth where they wish to go. Because of the manner in which they are held, riders have free use of their arms and an unobstructed view of what lies in front of and below them.", + "Some Feywild nobles use glimmer moths as their primary means of transport, others as a fashion accessory. Sometimes friendly games between nobles develop, where each rider tries to transfer a glowing puck between them into a scoring area. Other times, glimmer moths are used as flying steeds of war." + ] + }, + { + "type": "entries", + "name": "Given as Gifts.", + "entries": [ + "Certain Feywild nobles are known for giving lavish gifts, and one such gift might be a glimmer moth. Sometimes moths pass between various fey owners. Nobles might also give a moth steed to visitors from other planes of existence, especially if they provided a service." + ] + }, + { + "type": "entries", + "name": "Hungry Mounts.", + "entries": [ + "Glimmer moths use a lot of energy carrying aloft their own bulk, not to mention that of a rider. Each day, a glimmer moth must be fed 50 pounds in some combination of flour, cereal, cornmeal, rice and nuts, bird seed, dried fruit, or grains. Honey is also effective." + ] + }, + { + "type": "inset", + "entries": [ + "Glimmer moths are usually encountered while carrying a rider, but a humanoid can also wear a moth like a strange insectile \"backpack\" when its wings are not deployed." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Glimmer-Moth.webp" + } + } + ] + } + }, + { + "name": "Gloom Strider", + "source": "PB5E", + "page": 60, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 17, + "dex": 15, + "con": 17, + "int": 9, + "wis": 18, + "cha": 7, + "save": { + "str": "+6", + "con": "+6", + "wis": "+7" + }, + "skill": { + "deception": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Dark Sight", + "entries": [ + "Magical darkness doesn't impede the gloom strider's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The gloom strider has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The gloom strider can climb difficult surfaces, including upside down on ceilings, without needing an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gloom strider makes three Crush Hope attacks." + ] + }, + { + "name": "Crush Hope", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 5 ft., one target. {@h}14 ({@damage 4d6}) psychic damage and the target is {@condition paralyzed} (with a sudden crushing lack of hope or ambition) until the end of their next round. Creatures that can't be {@condition charmed} are immune to this effect. If a creature that is already {@condition paralyzed} is hit by Crush Hope, they instead take an additional 7 ({@damage 2d6}) psychic damage." + ] + }, + { + "name": "Warp Flesh (Recharge 5", + "entries": [ + "6). A target the gloom strider can see within 60 feet must succeed on a {@dc 15} Wisdom saving throw or take 35 ({@damage 10d6}) piercing damage and lose {@dice 1d2} points of Charisma. On a successful save, they take only half damage and do not lose points of Charisma. A creature reduced to 0 Charisma by this ability now somewhat resembles the gloom strider. They are also {@condition unconscious} until they regain at least 1 point. A creature regains all lost Charisma and returns to normal form if they are the recipient of a remove curse or {@spell greater restoration} spell." + ] + }, + { + "name": "Gloom Walk (1/Day)", + "entries": [ + "The gloom strider teleports to any location it can see or knows about on the same plane of existence. When it does, either it leaves behind a 15.foot.radius sphere of magical darkness centered on where it departed, or a 15.foot.radius sphere of magical darkness appears centered on its arrival point. The darkness lasts for up to ten minutes." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "P", + "Y" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Born in the glooms of Hades, a gloom strider is a fiend without hope. Evolved from lesser fiends over centuries, a gloom strider is unused to celestial objects, be they moon or sun or even seasons. Bleached of all color and passion, a gloom strider seeks to leech the same from others that still have them.", + { + "type": "inset", + "entries": [ + "Gloom striders are encountered alone in dark places or in the company of other fiends." + ] + }, + { + "type": "entries", + "name": "Mockery of Form.", + "entries": [ + "A gloom strider is somewhat humanoid, in that it has two legs and something that might be a head, or at least an approximation thereof. Armless, the creature betrays what may have previously been a wormlike form before some ordeal or punishment forced it into its current shape\u2014a shape given to constant pain, as it always writhes and shakes. However, pain is one of the few sensations it recalls, so it doesn't strive to ease its own suffering." + ] + }, + { + "type": "entries", + "name": "Leech Joy.", + "entries": [ + "As its own hopes, dreams, and ability to feel have been drained away, a gloom strider attempts to drain these things from others. Misery loves company, though instead of love, a gloom strider only feels its own pain more." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Gloom-Strider.webp" + } + } + ] + } + }, + { + "name": "Grethk", + "source": "PB5E", + "page": 61, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d10 + 54" + }, + "speed": { + "walk": 20, + "swim": 50 + }, + "str": 20, + "dex": 14, + "con": 16, + "int": 14, + "wis": 10, + "cha": 11, + "save": { + "str": "+11", + "dex": "+5" + }, + "skill": { + "athletics": "+8", + "perception": "+6" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 16, + "immune": [ + "acid" + ], + "vulnerable": [ + "lightning" + ], + "languages": [ + "Grethk" + ], + "cr": "6", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The grethk can breathe air and water." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The grethk has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The grethk makes two claw attacks, two tail slam attacks, or one of each." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage." + ] + }, + { + "name": "Tail Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage." + ] + }, + { + "name": "Acid Path Rune (3/Day)", + "entries": [ + "The grethk magically conjures acid in a line 20 feet long and 5 feet wide. Any creature in the area takes 26 ({@damage 4d12}) acid damage, or half damage with a successful {@dc 15} Dexterity saving throw." + ] + }, + { + "name": "Acid Terrain Control Rune (3/Day)", + "entries": [ + "The grethk magically conjures oily acid at a point within 60 feet. Each creature in a 20.foot.radius sphere centered on that point must make a {@dc 15} Dexterity saving throw or take 11 ({@damage 2d10}) acid damage and fall {@condition prone}. Those that succeed take half damage and do not fall {@condition prone}. A creature other than a grethk that enters the area or ends its turn there must also succeed on a {@dc 15} Dexterity saving throw or fall {@condition prone}. The oily acid dissipates after 10 minutes." + ] + } + ], + "traitTags": [ + "Amphibious", + "Magic Resistance" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These monstrosities are every bit as dangerous and devious as they look. Enhancing their natural acid.producing capacity with magical runes, a grethk nest can rapidly render a region uninhabitable by anything other than themselves and their teeming young, which require a strongly acidic environment to thrive. If left unchecked, they can overrun an entire world.", + { + "type": "inset", + "entries": [ + "These monstrosities are every bit as dangerous and devious as they look. Enhancing their natural acid.producing capacity with magical runes, a grethk nest can rapidly render a region uninhabitable by anything other than themselves and their teeming young, which require a strongly acidic environment to thrive. If left unchecked, they can overrun an entire world." + ] + }, + { + "type": "entries", + "name": "Hunted by Exterminators.", + "entries": [ + "The grethk shared their homeworld with a species known as {@creature ovisan hunter|PB5E|ovisans}. The two warring species developed together over time, stealing rune \"technology\" from each other in their rivalry, and devising other attacks to exploit their opponents' weaknesses.", + "Ovisans eventually got the upper hand, destroying almost all the grethk. But hundreds of fertile adults used rune magic to flee and hide in other worlds of the Material Plane, intending to establish new nests. Ovisan hunters now seek those nests wherever they spring up, vowing that no world shall fall to grethk overpopulation." + ] + }, + { + "type": "entries", + "name": "Fecund.", + "entries": [ + "Grethk reproduce like fish in that they lay a great quantity of eggs. Without natural predators in the acidic environment the eggs need to come to term, grethk can quickly overpopulate a region, as newly hatched grethk are force.grown to adult status within a few days thanks to rune magic. Thankfully, a given grethk lays eggs only once in its lifespan." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Grethk.webp" + } + } + ] + } + }, + { + "name": "Hag Exile", + "source": "PB5E", + "page": 62, + "size": [ + "L" + ], + "type": "fey", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 123, + "formula": "13d10 + 52" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 11, + "con": 19, + "int": 12, + "wis": 14, + "cha": 15, + "skill": { + "deception": "+6", + "insight": "+6", + "perception": "+6", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapon", + "cond": true + } + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal", + "Primordial" + ], + "cr": "9", + "trait": [ + { + "name": "Innate Spellcasting", + "entries": [ + "The hag exile's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The exile can innately cast the following spells, requiring no material components:", + { + "type": "list", + "items": [ + "At will: darkness, detect magic, {@spell dispel magic}, fly, invisibility (self only), magic missile", + "2/day each: etherealness (self only), ray of enfeeblement, sleep", + "1/day each: globe of invulnerability, finger of death" + ] + } + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The hag exile has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The hag exile's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hag exile makes two melee attacks, or she makes one melee attack and uses her Death Glare before or after the attack." + ] + }, + { + "name": "Claw (Hag Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, they must succeed on a {@dc 15} Wisdom saving throw. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of their turns, with disadvantage if the hag is within line of sight, ending the effect on themself on a success. If a creature's saving throw is successful or the effect ends for them, the creature is immune to the hag's claw-borne fear effect for the next 24 hours." + ] + }, + { + "name": "Teleport {@recharge 5}", + "entries": [ + "The hag exile magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The hag exile magically polymorphs into a Small, Medium, or Large female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. The hag exile reverts to her true form if she dies." + ] + }, + { + "name": "Death Glare", + "entries": [ + "The hag exile targets one {@condition frightened} creature she can see within 30 feet. If the target can see the hag, they must succeed on a {@dc 15} Wisdom saving throw against this magic or drop to 0 hit points." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Shapechanger", + "Teleport" + ], + "languageTags": [ + "AB", + "C", + "I", + "P" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Born of horrific circumstances, hags have come to embody cruelty and evil. The corruption forced upon them by their monstrous mothers visits them like waking dreams, inciting them to give in to selfishness and hate. In addition, the supernatural abilities that blossom when they reach age thirteen\u2014hags have magical powers and an affinity for spellcasting, and they can alter their forms and curse their foes\u2014pressure most hags into becoming malign beings.", + "But hag exiles often try, at least for a time, to resist the call of their fey ancestry.", + { + "type": "inset", + "entries": [ + "Hag exiles are often part of covens that include two {@creature night hag|MM|night hags}." + ] + }, + { + "type": "entries", + "name": "Self-Exiled.", + "entries": [ + "To gain understanding and control of their own minds and bodies, hag exiles seek hidden knowledge, lost rituals, and rites of emergence. These exercises usually further enhance a hag exile's power (and physical size), but generally don't help to keep the parts of herself she wants to control on a leash. Which is why most hag exiles end up seeking a place of solitude in a distant dimension, where they can concentrate on themselves with less chance of accidentally cursing or killing a mortal." + ] + }, + { + "type": "entries", + "name": "Kindred Spirits.", + "entries": [ + "Sometimes a hag exile finds other varieties of hags who also question themselves and their motives. These vanishingly few fellow hags are invited to join the hag exile, with the hope and promise that together the coven can help each of its members become their best possible selves." + ] + }, + { + "type": "inset", + "entries": [ + "Lapses happen; hag exiles sometimes give in to the mental pressure constantly besetting them. Most give themselves the grace to try again to be better." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Hag-Exile.webp" + } + } + ] + } + }, + { + "name": "Harrow Trooper", + "source": "PB5E", + "page": 63, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "harrow" + ] + }, + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d8" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 14, + "con": 10, + "int": 11, + "wis": 14, + "cha": 11, + "save": { + "str": "+3", + "dex": "+4", + "con": "+2", + "wis": "+4" + }, + "skill": { + "perception": "+6" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 16, + "languages": [ + "Harrow" + ], + "cr": "1/2", + "trait": [ + { + "name": "Surprise Attack", + "entries": [ + "If the harrow trooper surprises a creature and hits them with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack." + ] + }, + { + "name": "Trooper Tactics", + "entries": [ + "The trooper has advantage on an attack roll against a creature if at least one of the trooper's allies is within 5 feet and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Trooper Escape", + "entries": [ + "The trooper can take the Disengage action as a bonus action on each of its turns if at least one of the trooper's allies is within 5 feet and the ally isn't {@condition incapacitated}. It can take this bonus action even if grappling one or two targets." + ] + }, + { + "name": "Iron Grip", + "entries": [ + "The weaponized gauntlets worn by harrow troopers have special locking mechanisms, enhancing the difficulty challenge of attempts to escape a grapple made using them (already figured into the actions)." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage." + ] + }, + { + "name": "Snaring Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage and a Large or smaller target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}. The trooper can't make slam or Snaring Slam attacks against other creatures while it restrains a target. In addition, at the start of each of the target's turns, the target takes 4 ({@damage 1d6 + 1}) bludgeoning damage from the iron grip of the weaponized gauntlets they are snared by." + ] + }, + { + "name": "Ethereal Withdrawal (1/Day)", + "entries": [ + "The trooper can use all 30 feet of its movement to step magically from its position to a tiny artificial demiplane in the Ethereal containing a harrow outpost specially prepared to work with this ability; it would not work if no such bases remained operational. A {@condition grappled} target who succeeds on a {@dc 12} Wisdom saving throw escapes the grapple and does not make the trip. A {@condition grappled} target who fails the save is trapped in the harrow base until they can escape, allies can effect a rescue, or the harrow cull the captive for their experiments." + ] + } + ], + "senseTags": [ + "B", + "D" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Harrow troopers are the tips of an invasion force from another dimension. Little is known about the invaders; even the name \"harrow\" is just what the first humans who encountered troopers called them. Wherever harrows come from, they are clearly interested in pushing into new cosmological territory, the troopers only an initial exploratory probe to gather intel.", + { + "type": "inset", + "entries": [ + "Harrow troopers are usually encountered in groups of six to twelve." + ] + }, + { + "type": "entries", + "name": "Sensing Cilia.", + "entries": [ + "The constantly twitching tendrils hanging from a harrow trooper's mouth sample the air for scents, vibrations, and possibly even light in spectrums beyond a normal creature's ability to perceive." + ] + }, + { + "type": "entries", + "name": "Harrow Language.", + "entries": [ + "The sensing cilia also provide trooper communication, releasing complex, sequenced bursts of subtle scents that other nearby troopers can instantly understand and respond to. To creatures like humans, it's impossible to tell what troopers are saying, though a smell not unlike citrus can be identified." + ] + }, + { + "type": "entries", + "name": "Capture for Study.", + "entries": [ + "Harrow troopers seem to be tasked with capturing humanoids like dwarves, elves, humans, and others, transferring them to secret demiplane outposts in the Ethereal, and experimenting on them. It is theorized that those who command harrow troopers are looking for weaknesses for the coming war." + ] + }, + { + "type": "inset", + "entries": [ + "A typical harrow outpost is a keep with two to eight chambers and 3d6 harrow troopers, among other things, including a device that can selectively open portals to one or two fixed planar locations. The base usually includes a stockade with 1d6 other humanoid captives." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Harrow-Trooper.webp" + } + } + ] + } + }, + { + "name": "Head of Hades", + "source": "PB5E", + "page": 64, + "size": [ + "T" + ], + "type": "fiend", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d10 + 9" + }, + "speed": { + "walk": 0, + "fly": { + "number": 10, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 1, + "con": 12, + "int": 15, + "wis": 15, + "cha": 16, + "skill": { + "deception": "+7", + "persuasion": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "acid", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "prone" + ], + "languages": [ + "Common", + "Abyssal", + "Infernal", + "telepathy 60 ft." + ], + "cr": "4", + "trait": [ + { + "name": "Wisdom of Hades (1/Day)", + "entries": [ + "The head can spend a couple of rounds in whispered conference with a target within 5 feet who wishes to gain the Wisdom of Hades, bestowing one of the following benefits:", + { + "type": "list", + "items": [ + "Secret knowledge, or an actionable clue toward finding that knowledge (like a {@spell legend lore} spell)", + "Foreknowledge for 1 hour that prevents the target from being surprised and grants the target advantage on attack rolls, ability checks, and saving throws", + "Advantage on Wisdom saves for 8 hours (except, as they might discover, saves for attacks made by the head of Hades)", + "General counsel and a head to talk with (this doesn't count as a use of Wisdom of Hades)" + ] + } + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The head of Hades makes two Withering Ray attacks." + ] + }, + { + "name": "Withering Ray", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) necrotic damage and the target's speed is reduced by 10 feet until the start of the head's next turn." + ] + }, + { + "name": "Command of Hades", + "entries": [ + "A humanoid the head can see within 60 feet must succeed on a {@dc 13} Wisdom saving throw or be {@condition paralyzed} for 1 minute. The target can attempt another save at the end of each of their turns, ending the effect early on a success." + ] + }, + { + "name": "Larval Transformation (1/Day)", + "entries": [ + "If a creature has ever taken advantage of the head's Wisdom of Hades ability, the head can attempt Larval Transformation on them, and the target has disadvantage on their save to resist the effect. When such a vulnerable creature is within 30 feet of the head of Hades, the head can force them to make a {@dc 13} Wisdom saving throw. On a failed save, the target gains one level of {@condition exhaustion}. They must repeat the saving throw at the end of their next turn, ending the effect on a success, or transforming into a {@creature dretch|MM} on a failure. The target retains their facial features but has the body of a fat worm, and has only a few fading memories of their previous life. The transformation lasts until the target is freed by the {@spell greater restoration} spell or a {@spell remove curse} spell, or if the head of Hades that caused the transformation is killed." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I", + "TP" + ], + "damageTags": [ + "N" + ], + "conditionInflict": [ + "exhaustion", + "paralyzed" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A humanoid head floats in murky fluid within a transparent crystal crucible. The crucible is sealed with an ornate leaden lid depicting stylized devilish imps holding and reading from unwound scrolls. Though not immediately visible, prolonged scrutiny into the murk reveals that the head doesnft end in a stump, but instead seems to be a coiled-up fat worm.", + { + "type": "inset", + "entries": [ + "A head of Hades is constructed by a more powerful fiend in order to ultimately bring more willing souls to Hades as larvae." + ] + }, + { + "type": "entries", + "name": "Offering Occult Wisdom.", + "entries": [ + "Many a spellcaster would be happy to run across a head of Hades, because these creatures are fonts of occult wisdom, offering hard.to.find knowledge, true insights, and even foreknowledge. The head indicates that one day they will call in the debt, but doesnft say how or when." + ] + }, + { + "type": "entries", + "name": "Wisdom at a Price.", + "entries": [ + "After an indeterminate amount of time, a head of Hades decides to move on, and they call in the debt by transforming their \"owner\" into a helpless minor fiend that's eventually drawn to Hades." + ] + }, + { + "type": "inset", + "entries": [ + "A head of Hades is usually found carried by or among the belongings of a spellcaster, though not necessarily an evil one." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Head-of-Hades.webp" + } + } + ] + } + }, + { + "name": "Headstone Golem", + "source": "PB5E", + "page": 66, + "size": [ + "H" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 195, + "formula": "17d12 + 85" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 9, + "con": 20, + "int": 7, + "wis": 11, + "cha": 1, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "necrotic", + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of every creature it has ever inhumed (can't speak)" + ], + "cr": "11", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The golem's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The golem makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Death Pulse {@recharge}", + "entries": [ + "The golem targets one or more living creatures it can see within 10 feet. Each target must make a {@dc 17} Constitution saving throw against this magic. On a failed save, a target drops to 0 hit points. On a success, they take 21 ({@damage 6d6}) necrotic damage." + ] + }, + { + "name": "Inhume in the Shadowfell", + "entries": [ + "The golem targets one Medium or smaller dying creature (a creature at 0 hit points making death saving throws) within 10 feet. The target must succeed on a {@dc 17} Wisdom saving throw or they appear to be drawn into one of the headstones making up the golem. In fact, the headstone acts as a temporary portal to a random empty grave in the Shadowfell. The target continues to make death saving throws normally. If the target finally stabilizes, they are drawn back through the portal and fall {@condition prone} in an empty space within 5 feet of the headstone golem. If they finally die, they remain in an empty grave somewhere in the Shadowfell." + ] + }, + { + "name": "Thin the Veil (1/Day)", + "entries": [ + "A headstone golem can thin any area of shadow or darkness sufficiently that creatures can walk from a location in the Shadowfell to another plane of existence, or vice versa. Typical locations include a crypt's shadowed corner, an open grave, or the center of a {@spell darkness} spell. The shadow crossing persists until it's subject to bright light or the headstone golem creates a new crossing somewhere else." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Created in a twisted reflection of a graveyard within the Shadowfell, headstone golems are constructs formed entirely from stone originally used to mark graves. The assorted jumble of headstones somehow fused together to form a malign being infused with undeath.", + { + "type": "inset", + "entries": [ + "Headstone golems are usually encountered alone in dark places or in the Shadowfell." + ] + }, + { + "type": "entries", + "name": "Created in the Shadowfell.", + "entries": [ + "Only a few powerful necromancers know the secret of putting together a headstone golem. They learned it by studying the spontaneous creation of a \"natural\" headstone golem in the death-choked gloom of the Shadowfell. And rather than being infused with a tiny spirit from an Inner Plane, headstone golems are animated by a dead soul trapped in the stone, one with no memory of their former life or sense of self." + ] + }, + { + "type": "entries", + "name": "Grave Concern.", + "entries": [ + "Creatures that fight a headstone golem feel their life force tremble, almost as if they're sensing their own imminent extinction." + ] + }, + { + "type": "entries", + "name": "Obedient and Free-Roaming.", + "entries": [ + "Headstone golems fashioned by necromancers typically remain loyal to their creator. But if their creator disappears or the golem simply came to be at the center of a Shadowfell cemetery, a headstone golem seeks to travel to worlds of the Material Plane and begin inhuming new victims back in the Shadowfell." + ] + }, + { + "type": "entries", + "name": "Constructed Nature.", + "entries": [ + "A golem doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Headstone-Golem.webp" + } + } + ] + } + }, + { + "name": "Hoard Giant", + "source": "PB5E", + "page": 66, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 184, + "formula": "16d12 + 80" + }, + "speed": { + "walk": 40 + }, + "str": 22, + "dex": 13, + "con": 20, + "int": 11, + "wis": 12, + "cha": 9, + "save": { + "dex": "+4", + "con": "+8", + "wis": "+4" + }, + "skill": { + "athletics": "+12", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Giant" + ], + "cr": "8", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hoard giant makes three brass fist attacks, or uses Bag Scoop or Loose the Bag in place of one brass fist attack." + ] + }, + { + "name": "Brass Fist", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage. If the target is a creature, they must succeed on a {@dc 16} Wisdom saving throw or be {@condition stunned} until the end of their next turn." + ] + }, + { + "name": "Bag Scoop", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}If the target is a Medium or smaller {@condition incapacitated} creature, that creature is swallowed by the bag. While swallowed, the creature is {@condition blinded} and {@condition restrained}, they have total cover against attacks and other effects from outside the bag, and they take 14 ({@damage 4d6}) acid damage at the start of each of the giant's turns. If the bag takes 20 damage or more during a single turn from a creature inside it, the bag must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 5 feet of the bag. The bag can have up to two Medium or smaller targets swallowed at a time. If the bag is destroyed, a swallowed creature is no longer {@condition restrained} by it and can escape using 5 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Loose the Bag (Recharge after a Short or Long Rest)", + "entries": [ + "The giant drops the bag, which immediately attacks with a bite attack each round on its turn. The loosed bag continues to attack targets verbally indicated by the giant until the giant uses a bonus action to grab the bag if it is within 10 feet.", + "Bag Bite: Melee Weapon Attack: {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) piercing damage (from the bagfs perhaps.unexpected teeth). If the target is {@condition incapacitated}, they are vulnerable to Bag Scoop (an action the loosed bag can take instead of biting)." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A variety of stone giant from Ysgard, hoard giants break the mold due to their desire to leave the confines of their cavern homes and roam the many planes and worlds of existence. If other worlds truly are filled with dreams and portents, hoard giants seek the most interesting and valuable of those to add to their already overfull bags.", + { + "type": "inset", + "entries": [ + "Single hoard giants can be encountered on a variety of planes; each one has found one or more portal keys, tokens, and/or other paths that allow them to travel the multiverse. A hoard giant's bag usually contains a challenge 5-10 treasure hoard." + ] + }, + { + "type": "inset", + "name": "Bag:", + "entries": [ + "AC 13; hp 100; Speed 20 ft.; senses, saving throws, and skill checks as the hoard giant" + ] + }, + { + "type": "entries", + "name": "Accoutrements of Many Worlds.", + "entries": [ + "Despite their stature and skin as grey as stone, hoard giants are not often mistaken for regular stone giants due to their tattoos, rings, bracelets, and other decorations accumulated during their travels, including clothing of a finer cut tailored to fit their massive frames. In addition, every hoard giant carries a massive bag that is magically granted life, which makes the bag a fearsome threat of its own." + ] + }, + { + "type": "entries", + "name": "Hungry Hoard Bag.", + "entries": [ + "Thieves who attempt to steal from a hoard giant's bag receive an unwelcome surprise when the bag tries to ingest them, adding them and their equipment to whatever valuables are already contained within. Though not for long\u2014the bag selectively digests foreign tissue stuffed into it, leaving inert material and valuables alone. And the bag doesn't have to wait for opportunities to come its way; a hoard giant often plucks foes with shiny equipment and plops them into its bag. The giant knows that after a few hours, all that will be left is treasure." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Hoard-Giant.webp" + } + } + ] + } + }, + { + "name": "Howling Saw", + "source": "PB5E", + "page": 67, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d8 + 64" + }, + "speed": { + "walk": 60 + }, + "str": 19, + "dex": 12, + "con": 19, + "int": 12, + "wis": 14, + "cha": 10, + "save": { + "dex": "+4", + "wis": "+5" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 12, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Abyssal", + "Infernal", + "Celestial but doesn't speak" + ], + "cr": "6", + "trait": [ + { + "name": "Severing Charge", + "entries": [ + "If the howling saw moves at least 20 feet straight toward a Large or smaller creature it then attacks with Spinning Blade, the Spinning Blade attack is made with advantage. If the Spinning Blade attack hits, the target takes an additional 20 ({@damage 3d10 + 4}) slashing damage and must also succeed on a {@dc 12} Dexterity saving throw or one of their limbs is lopped off, with the effect of such loss determined by the GM. If the target has no limb to sever, a portion of their body is lopped off instead." + ] + }, + { + "name": "Loud", + "entries": [ + "The howling saw has disadvantage on Stealth checks." + ] + }, + { + "name": "Magic Weapon", + "entries": [ + "The saw's weapon attacks are treated as magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The howling saw makes two claw attacks or two Spinning Blade attacks, or one of each." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one Large or smaller creature. {@h}14 ({@damage 3d6 + 4}) piercing damage and the creature is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the howling saw can't grapple another target. In addition, at the start of each of the target's turns, the target takes 20 ({@damage 3d10 + 4}) slashing damage from proximity to the spinning blade and must succeed on a {@dc 12} Dexterity saving throw to avoid losing a limb as described under Severing Charge." + ] + }, + { + "name": "Spinning Blade", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) slashing damage." + ] + }, + { + "name": "Saw Through the Planes (1/Month)", + "entries": [ + "A howling saw can use its Spinning Blade attack on a solid surface, cutting just so, creating a portal that lasts only long enough to transport it to a different plane of existence it knows to exist. A howling saw always knows at least a few locations to which it can travel in the Lower Planes and could learn more." + ] + } + ], + "traitTags": [ + "Magic Weapons" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "CE", + "I" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fashioned for War.", + "entries": [ + "Howling saws served as special units in an ancient war among fiends. The construction of each saw was given to various smiths across the Outer Planes, including a location called Nidavellir, as well as in certain technically advanced worlds of the Material Plane. All were provided a magical blueprint to follow. However, unbeknownst to the smiths, the final element required to give each saw animation was a baptism in its creator's blood. Afterward, each newly fashioned saw cut up the blueprint of its creation and sought out the war it was made for. But that war is long over." + ] + }, + { + "type": "inset", + "entries": [ + "A howling saw is almost always encountered alone, often on the edges of a current or former battlefield." + ] + }, + { + "type": "entries", + "name": "Wandering Soldiers.", + "entries": [ + "With the infernal war concluded, or at least remanded to a few isolated and forgotten layers of the Lower Planes, howling saws wander the planes aimlessly, choosing targets at random. With the promise (or deception) of becoming part of a new war effort, a howling saw can be convinced to ally with other creatures for short periods. But the flaw of a saw's origin eventually leads it to turn its spinning blades on allies, as it did to its creator." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Howling-Saw.webp" + } + } + ] + } + }, + { + "name": "Hunakak", + "source": "PB5E", + "page": 68, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 16, + "dex": 8, + "con": 15, + "int": 4, + "wis": 12, + "cha": 7, + "save": { + "con": "+4" + }, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "cold", + "fire", + "lightning", + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Abyssal" + ], + "cr": "3", + "trait": [ + { + "name": "Damage Transfer", + "entries": [ + "When the hunakak is worn as a mask, the demon takes only half the damage dealt to it, and the creature wearing it takes the other half." + ] + }, + { + "name": "Reduce", + "entries": [ + "The hunakak magically decreases in size so it is no bigger than a large mask that fits a Medium humanoid. While reduced, the hunakak is Tiny, has disadvantage on its bite attack, and inflicts half damage with its bite attack. It can return to its normal size as a bonus action." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Damning Gaze", + "entries": [ + "The hunakak targets one creature it can see within 30 feet. If the target can see the hunakak, the target must succeed on a {@dc 13} Constitution saving throw against this magic or take 10 ({@damage 3d6}) necrotic damage and, unless they are immune to necrotic damage, gain one level of {@condition exhaustion}. If a creature dies from this necrotic damage or {@condition exhaustion}, their soul is absorbed by the hunakak; when the demon returns to the Abyss, its absorbed souls are transformed into larvae (and usually consumed or handed over to a more powerful demon)." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "AB" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A hunakak's body is almost entirely a monstrous face as tall as a human, with a gaping mouth and fly-like compound eyes. Its form is concave, like a giant mask, with a ring of small fingerlike limbs that allow it to crawl or grasp things. Although it appears to be only a few inches thick, its wide-open mouth seems to be deep enough to fit an entire halfling in it.", + { + "type": "inset", + "entries": [ + "A lone hunakak may be encountered as a mask worn by a mortal or a demon." + ] + }, + { + "type": "entries", + "name": "Bonded Servant.", + "entries": [ + "A hunakak is sometimes awarded to a mortal who serves the Abyss. The mortal wears the demon (reduced in size) like a mask and can use its abilities, but if the mortal is ever slain, the demon absorbs their soul and brings them back to the Abyss. Hunakaks sometimes serve other demons, including being worn as a mask, but this is more of a standard partnership or minionship than an arrangement of master and familiar." + ] + }, + { + "type": "entries", + "name": "Crafted Demon.", + "entries": [ + "A hunakak is deliberately crafted out of an evil soul by a more powerful demon; they do not originate naturally (unlike demons of vengeance, murder, and so on)." + ] + }, + { + "type": "insetReadaloud", + "name": "Variant: Demonic Mask", + "entries": [ + "Similar to gaining a familiar, a mortal can summon and bond with a hunakak. Demons in this service have the following trait.", + { + "type": "entries", + "name": "Familiar.", + "entries": [ + "The hunakak can bond with another creature, forming a telepathic connection with its willing master. While the two are bonded and the hunakak is worn like a mask, the two can communicate telepathically, and the master can use the demon's darkvision and passive Perception (even when sleeping, as the demon remains awake). The demon can use its bite and Damning Gaze without interfering with its master's actions. At any time and for any reason, the hunakak can end its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Hunakak.webp" + } + } + ] + } + }, + { + "name": "Immaculate Justiciar", + "source": "PB5E", + "page": 69, + "size": [ + "L" + ], + "type": "celestial", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 115, + "formula": "11d10 + 55" + }, + "speed": { + "walk": 40, + "fly": 60 + }, + "str": 23, + "dex": 15, + "con": 20, + "int": 10, + "wis": 17, + "cha": 18, + "save": { + "dex": "+6", + "con": "+9", + "wis": "+7", + "cha": "+8" + }, + "skill": { + "athletics": "+14", + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "Celestial", + "Giant", + "telepathy 120 ft." + ], + "cr": "9", + "trait": [ + { + "name": "Giant", + "entries": [ + "Slaying Weapons. The justiciar's weapon attacks are magical. In addition, when the justiciar hits a giant with any weapon, the weapon deals an extra 18 ({@damage 4d8}) radiant damage (included in the attack)." + ] + }, + { + "name": "Frightening to Giants", + "entries": [ + "Each giant of the justiciar's choice within 120 feet and aware of them must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} giant can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a {@condition frightened} giant's saving throw is successful or the effect ends for them, they are immune to this magic for 24 hours." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The justiciar has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The justiciar makes two greatsword attacks." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage. If the target is a giant, they take an additional 18 ({@damage 4d8}) radiant damage from the justiciar's Giant-Slaying Weapons ability." + ] + }, + { + "name": "Healing Touch (2/Day)", + "entries": [ + "The justiciar touches another creature or themself. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness." + ] + }, + { + "name": "Detect Giant", + "entries": [ + "For up to ten minutes, the justiciar knows if there is a giant within 120 feet of them, as well as where the creature is located. The justiciar's giant sense can magically penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + ] + }, + { + "name": "Commune (1/Day)", + "entries": [ + "The justiciar learns the answers to up to three questions that can be answered with a yes or no from the deity on whose behalf they are hunting giants." + ] + }, + { + "name": "Shift Plane (1/Day)", + "entries": [ + "The justiciar and up to eight willing creatures are transported to a different plane of existence known to the justiciar." + ] + } + ], + "reaction": [ + { + "name": "Rock Catching", + "entries": [ + "If a rock or similar object is hurled at the justiciar, the justiciar can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it." + ] + }, + { + "name": "Giant Killer (Recharge 4-6)", + "entries": [ + "When a giant hits or misses the justiciar with a melee attack, the justiciar can attack that giant immediately after their attack, provided they can see the giant." + ] + } + ], + "attachedItems": [ + "greatsword|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "GI", + "TP" + ], + "damageTags": [ + "R", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "In some worlds, giants are foes to the gods. These giants\u2014and evil giants everywhere\u2014are threats that the gods have determined should not be left lying fallow. Thus, they have commanded certain angels to train themselves tirelessly in the brutal but necessary art of finding and slaying giants.", + { + "type": "inset", + "entries": [ + "Immaculate justiciars are usually encountered alone, looking for giant spoor nearby." + ] + }, + { + "type": "entries", + "name": "Goals Beyond Giant Slaying.", + "entries": [ + "Some immaculate justiciars take up a different but similar task for the gods, concentrating on aberrations, undead, or other anathemas." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Immaculate-Justiciar.webp" + } + } + ] + } + }, + { + "name": "Inferal Pyre", + "source": "PB5E", + "page": 70, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "L", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 14 + ], + "hp": { + "average": 123, + "formula": "13d10 + 52" + }, + "speed": { + "walk": 50 + }, + "str": 12, + "dex": 17, + "con": 18, + "int": 6, + "wis": 10, + "cha": 9, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Ignan", + "Infernal" + ], + "cr": "7", + "trait": [ + { + "name": "Detect Life", + "entries": [ + "The infernal pyre can magically sense the presence of living creatures up to 100 miles away. It knows the general direction they're in but not their exact locations." + ] + }, + { + "name": "Fire Form", + "entries": [ + "The pyre can move through a space as narrow as 1 foot wide without squeezing. A creature that touches the pyre or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the pyre can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of their turns." + ] + }, + { + "name": "Illumination", + "entries": [ + "The pyre sheds bright light in a 30.foot radius and dim light an additional 30 feet." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pyre makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) fire damage. If the target is a creature or a flammable object, they ignite. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of their turns.", + "If the target is a Medium or smaller creature, they must succeed on a {@dc 15} Dexterity save or be absorbed into the pyre's body. While absorbed, the creature is {@condition blinded} and {@condition restrained}, they have total cover against attacks and other effects outside the pyre, and they take 7 ({@damage 2d6}) fire damage and 7 ({@damage 2d6}) necrotic damage at the start of each of the pyre's turns. (The fire on an absorbed creature cannot be doused.) The pyre can hold up to two Medium creatures at a time (Small and smaller creatures count as one.half of a creature toward this limit.) If the pyre takes 20 damage or more on a single turn from a creature inside it, the pyre must succeed on a {@dc 15} Constitution saving throw at the end of that turn or expel all absorbed creatures, which fall {@condition prone} in a space within 10 feet of the pyre. If the pyre dies, an absorbed creature is no longer {@condition restrained} by it." + ] + } + ], + "traitTags": [ + "Illumination" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "IG" + ], + "damageTags": [ + "F", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An infernal pyre resembles a large fire elemental whose dull red form contains the burned bones of a humanoid creature. The pyres reek of burned flesh, and their voices are like the screams of people being roasted alive. They are usually found on the Material Plane, Hell, or dimensions connected to Hell.", + { + "type": "inset", + "entries": [ + "Infernal pyres usually wander alone, but can sometimes be found in groups if several are spawned by burning evil mortals in a mass grave." + ] + }, + { + "type": "entries", + "name": "Evil Corpse.", + "entries": [ + "An infernal pyre can form when a very evil person is killed by fire or when the body of an especially evil creature is cremated. The damned soul irrevocably corrupts the purity of the fire, creating an entity of rage, hate, and a desire to consume life." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Infernal-Pyre.webp" + } + } + ] + } + }, + { + "name": "Invex Avatar", + "source": "PB5E", + "page": 71, + "size": [ + "L" + ], + "type": "celestial", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 264, + "formula": "23d10 + 138" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 16, + "con": 23, + "int": 17, + "wis": 16, + "cha": 18, + "save": { + "dex": "+8", + "con": "+11", + "int": "+8", + "wis": "+8", + "cha": "+9" + }, + "skill": { + "arcana": "+8", + "deception": "+9", + "insight": "+8", + "perception": "+8", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "immune": [ + "radiant", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "Common", + "Celestial", + "Primordial" + ], + "cr": "14", + "trait": [ + { + "name": "Magic Weapons", + "entries": [ + "The invex avatar's weapon attacks are treated as magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The invex avatar makes four Plane.Scrambling Touch attacks." + ] + }, + { + "name": "Plane", + "entries": [ + "Scrambling Touch. Melee Weapon Attack: {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage. In addition, the target is potentially affected by either Unleash Doom, Kaleidoscopic Reality, Planar Disequilibrium, or Timeline Bias, according to the avatar's whim." + ] + }, + { + "name": "Unleash Doom", + "entries": [ + "When a target is hit with Plane-Scrambling Touch and the avatar chooses, the target must also make a {@dc 19} Wisdom saving throw; if they fail, a creature known as a {@creature doom of retribution|PB5E} appears in the nearest open space to the target and attacks the target immediately. Any additional dooms that are spawned from this doom\u2014as described under the monster entry\u2014attack the target as well. A target could be affected multiple times by this effect if hit multiple times with Plane-Scrambling Touch." + ] + }, + { + "name": "Kaleidoscopic Reality", + "entries": [ + "When a target is hit with Plane-Scrambling Touch and the avatar chooses, the target must also succeed on a {@dc 19} Constitution saving throw or see a barrage of alternate realties superimposed over normal reality, causing confusion (as the {@spell confusion} spell) for 1 minute. The target can repeat the saving throw at the end of each of their turns to shrug off the flux before the duration ends. A target can only suffer one of these effects at any one time.", + "Planar Disequilibrium: When a target is hit with Plane-Scrambling Touch and the avatar chooses, the target must also succeed on a {@dc 19} Constitution saving throw or be {@condition incapacitated} for {@dice 1d4} rounds and slowed (as the {@spell slow} spell) for 1 minute. The target can repeat the saving throw at the end of each of their turns to shrug off the disequilibrium before the duration ends. Normally, a target can only suffer one of these effects at once." + ] + }, + { + "name": "Timeline Bias", + "entries": [ + "When a target is hit with Plane-Scrambling Touch and the avatar chooses, the target must also succeed on a {@dc 19} Constitution saving throw or take 21 ({@damage 6d6}) force damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the target cannot be healed\u2014naturally or magically\u2014until after their next long rest. Normally, a target can only suffer one of these effects at once." + ] + }, + { + "name": "Shift Plane (3/Day)", + "entries": [ + "The avatar and up to eight willing creatures are transported to a different plane of existence known to the avatar." + ] + } + ], + "traitTags": [ + "Magic Weapons" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "P" + ], + "damageTags": [ + "O", + "S" + ], + "miscTags": [ + "RCH" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "This being is gowned in diaphanous robes of flowing and glowing silver. When it moves, it leaves a smear of afterimages, as if it hasn't fully resolved in this dimension. Or as if it exists in multiple dimensions at once, or maybe multiple timelines.", + { + "type": "inset", + "entries": [ + "Only a single invex avatar is usually encountered, typically in the presence of other creatures involved in an important interaction or conflict." + ] + }, + { + "type": "entries", + "name": "Avatar of the Invex.", + "entries": [ + "A species that exists at the \"end of time\" (or so they say), the invex send back explorers and observers\u2014avatars\u2014to watch pivotal moments in what they consider their own dead history. An invex avatar thus has about as much compassion for a creature it interacts with in the current era as it would for a dusty page in a heavy history book." + ] + }, + { + "type": "entries", + "name": "Unpredictable Interventions.", + "entries": [ + "While often content to merely observe, sometimes an invex avatar involves themselves in a moment, attempting to preserve what they regard as the proper flow of history. Which means that an invex avatar could suddenly aid a group of PCs, or possibly attempt to deter or even destroy them." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Invex-Avatar.webp" + } + } + ] + } + }, + { + "name": "Iridescent Crake", + "source": "PB5E", + "page": 72, + "size": [ + "H" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d12 + 30" + }, + "speed": { + "walk": 50, + "climb": 20 + }, + "str": 19, + "dex": 14, + "con": 16, + "int": 2, + "wis": 14, + "cha": 13, + "skill": { + "perception": "+4", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "cr": "3", + "trait": [ + { + "name": "Poison Dust", + "entries": [ + "If an iridescent crake is hit with an attack, its iridescent dust affects all creatures within 10 feet of it. Targets in the area must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} by a crake, a victim also suffers disadvantage on Dexterity saving throws." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage. If the target is a creature, they must succeed on a {@dc 14} Strength saving throw or be {@condition restrained} (escape {@dc 14}). The crake automatically inflicts bite damage on a {@condition restrained} target at the end of each of the target's turns. While a crake has a target {@condition restrained}, it can't make bite attacks against other targets." + ] + }, + { + "name": "Poison Breath {@recharge 5}", + "entries": [ + "As its bonus action, a crake can breathe poison dust on any creature it holds {@condition restrained} in its mouth. The {@condition restrained} victim has disadvantage on their {@dc 13} Constitution saving throw. On a failure, the {@condition restrained} victim takes 16 ({@damage 3d10}) poison damage and is {@condition poisoned} for 1 minute. (If already {@condition poisoned} by the crake, the duration is extended by 1 minute.)" + ] + }, + { + "name": "Fade Into Foliage (Recharge after a Long Rest)", + "entries": [ + "The crake can move its speed and become {@condition invisible} for up to 1 minute, or until it attacks another creature." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "In the Feywild, under the faded colors of an ever-setting sun, fierce and deadly crake streak through the forests and over the hills. Iridescent crake are devious, adroit at escaping the unseelie fey's hunt one moment, only to turn unexpectedly on their pursuers and become the hunters.", + { + "type": "inset", + "entries": [ + "Two or more crake often hunt together, but crake sometimes hunt alone." + ] + }, + { + "type": "entries", + "name": "Huge but Fast.", + "entries": [ + "Combining elements of avians and reptiles, these huge creatures have glittering scales and a ruff of iridescent feathers around their heads, which they can extend in a proud crest, or fold back as they run through the tangle of sharp.toothed brambles and syrupy fens they prefer." + ] + }, + { + "type": "entries", + "name": "Dusted with Poison.", + "entries": [ + "The glitter that speckles a crake's scaled hide and lies glittering in its wake is beautiful to behold, but poison to breathe in or touch. This gives a crake an edge when hunting down smaller prey, or when dealing with fey hunters eager to add a crake head to their trophy wall.", + "Crake are sometimes called \"feathered dreams\" because their poison can cause hallucinations in prey even as it kills victims." + ] + }, + { + "type": "inset", + "name": "Variant: Crake Calling", + "entries": [ + "Some iridescent crakes have enough standing among their packs that they can call a nearby crake to their aid if encountered in the Feywild.", + { + "type": "entries", + "name": "Call of the Wild (Recharge after a Long Rest).", + "entries": [ + "The iridescent crake makes a high, piercing call. At the end of the crake's next turn, there is a 70% chance another iridescent crake emeges from the foliage to offer aid." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Iridescent-Crake.webp" + } + } + ] + } + }, + { + "name": "Iron Locust", + "source": "PB5E", + "page": 73, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30, + "climb": 30, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 15, + "dex": 15, + "con": 14, + "int": 6, + "wis": 13, + "cha": 3, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true + } + ], + "immune": [ + "lightning", + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "cr": "2", + "trait": [ + { + "name": "Lightning Absorption", + "entries": [ + "Whenever the iron locust is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. If this would increase it beyond its maximum hit points (usually 52), it immediately triggers the iron locust's split reaction." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The iron locust can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage plus 3 ({@damage 1d6}) electricity damage." + ] + }, + { + "name": "Iron Incorporation", + "entries": [ + "The iron locust makes a bite attack against a nonmagical ferrous metal object. If the object isn't being worn or carried, the attack automatically succeeds and causes the object to flow like water to the locust, then reform as part of the locust's metallic form; the locust regains 10 hit points. The locust can affect a ferrous metal object up to a one cubic foot in size (or excavate a cavity one cubic foot in size in a larger metal object).", + "If the object is being worn or carried by a creature, the iron locust makes a slam attack against the creature. If the attack hits, the creature can make a {@dc 12} Dexterity saving throw to prevent their metallic object from being touched. On a failed save, if the object touched is either metal armor or a metal shield, it takes a permanent and cumulative-1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a metal weapon, the weapon takes a permanent and cumulative-1 penalty to damage rolls. If its penalty drops to-5, the weapon is destroyed." + ] + } + ], + "reaction": [ + { + "name": "Split", + "entries": [ + "When an iron locust that is Small or larger would gain more than its maximum hit point value (usually 52) through Iron Incorporation or Lightning Absorption, it splits into two new iron locusts. Each new iron locust has hit points equal to half the original's, rounded down. New iron locusts are one size smaller than the original, but if allowed to scavenge for material naturally, they reach the normal locust size within a couple of days." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Spider Climb" + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A scourge of metal mines across a host of worlds, iron locusts are a blight to industry. To civilizations that require metal to survive, iron locusts\u2014which multiply as they ingest iron\u2014are a death sentence.", + { + "type": "inset", + "entries": [ + "An iron locust is usually encountered alone in any plane, near large concentrations of metal." + ] + }, + { + "type": "entries", + "name": "Adapted Constructs.", + "entries": [ + "Built to fix the damage of complex mechanical devices in a distant dimension, the self.repairing iron locusts grew beyond their original instructions. Without their initial constraints, and instead mimicking regular life in their metallic fashion, iron locusts consumed the works of their original builders, then began to multiply and go forth." + ] + }, + { + "type": "entries", + "name": "Locust Swarm.", + "entries": [ + "Normally iron locusts operate far from each other, having a basic understanding that their ability to split into more versions of themselves creates competition for nearby metal. However, sometimes too many iron locusts are born in close proximity anyway. When this happens, they embrace it and multiply far beyond their normal limit. Using a group intelligence that arises only in their swarm state, they open a portal to a new world of the Material Plane, one rich in metal, to spread out upon and ingest." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Iron-Locust.webp" + } + } + ] + } + }, + { + "name": "Iron Magus", + "source": "PB5E", + "page": 74, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 30, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 13, + "con": 16, + "int": 14, + "wis": 10, + "cha": 10, + "skill": { + "arcana": "+5", + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true + } + ], + "immune": [ + "force", + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "any languages they knew in life" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The iron magus has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "The iron magus casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 13}, {@hit 5} to hit with spell attacks):", + { + "type": "list", + "items": [ + "At will: fire bolt, mage hand", + "3/day each: magic missile, shield, misty step", + "1/day each: counterspell, fireball, fly, greater invisibility" + ] + } + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The iron magus makes three longsword attacks." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands." + ] + } + ], + "attachedItems": [ + "longsword|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These constructs are the accidental fusion of the mind of a skilled mage with the body and armor of a veteran warrior. Although an iron magus appears to be a humanoid wearing a suit of armor, they are an artificial creature that combines a warrior jealous of magic and a mage greedy for the strength and stamina of a brawler. They know their union is flawed, but believe they only need to practice their combined skills (by slaying other warriors and mages) to perfect their transformation.", + { + "type": "inset", + "entries": [ + "A lone iron magus might be encountered in the Lower Planes or traveling farther afield in service of a yugoloth creator.." + ] + }, + { + "type": "entries", + "name": "Painful Existence.", + "entries": [ + "An iron magus is two humanoid bodies merged with a suit of armor, with the excess meat stripped away and left behind. It is not a comfortable coexistence; talkative individuals admit they feel like they're itching everywhere and being stabbed by hundreds of needles. Their mind is likewise a crushed blend of two psyches, making them paranoid and suspicious of other creatures, and greedy for more martial and magical power." + ] + }, + { + "type": "entries", + "name": "Warrior's Cunning.", + "entries": [ + "An iron magus has the tactical knowledge of an experienced warrior and uses their spells, their physical prowess, and the local terrain to their best advantage. Although they can use shields, most iron magi prefer to keep one hand free so they can cast spells." + ] + }, + { + "type": "entries", + "name": "Constructed Nature.", + "entries": [ + "An iron magus doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Some yugoloths know the technique of creating an iron magus, but some arise naturally by the corrupting influence of Gehenna itself." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Iron-Magus.webp" + } + } + ] + } + }, + { + "name": "Joyful Trine", + "source": "PB5E", + "page": 75, + "size": [ + "H" + ], + "type": "celestial", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 324, + "formula": "24d12 + 168" + }, + "speed": { + "walk": 60 + }, + "str": 22, + "dex": 14, + "con": 25, + "int": 14, + "wis": 13, + "cha": 12, + "save": { + "str": "+12", + "int": "+8", + "dex": "+8", + "con": "+13", + "wis": "+7" + }, + "skill": { + "arcana": "+8", + "history": "+8", + "insight": "+7", + "perception": "+7", + "persuasion": "+7", + "religion": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhausted", + "poisoned" + ], + "languages": [ + "Celestial", + "telepathy 120 ft." + ], + "cr": "18", + "trait": [ + { + "name": "Overwhelming Contrition", + "entries": [ + "If the joyful trine successfully strikes the same target three times on the same turn, the target takes an extra 27 ({@damage 5d10}) psychic damage, as they are forced to think upon their failings. If the target is a creature, they must succeed on a {@dc 20} Charisma saving throw or begin losing 5 hit points from accumulating psychic dissonance at the start of each of their turns for 1 minute unless they receive magical healing. (Creatures that are immune to charm are immune to this ongoing effect.)" + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The joyful trine has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Three-Headed Watcher", + "entries": [ + "The trine has advantage on Perception checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}. If one head rests, the other two remain awake and vigilant." + ] + }, + { + "name": "Friends Forever", + "entries": [ + "Once a joyful trine interacts with a creature, the trine can track that target wherever they go, even if they teleport or travel to another plane of existence." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The joyful trine makes three Penitent Strike attacks." + ] + }, + { + "name": "Penitent Strike", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the same target is struck at least three times in the same round, the target must succeed on a {@dc 20} Constitution saving throw or gain one level of {@condition exhaustion}." + ] + }, + { + "name": "Song of Overwhelming Glory (Recharge after a Short or Long Rest)", + "entries": [ + "The joyful trine utters a celestially charged song from all three heads. Each creature within 30 feet of the trine that can hear the sound must succeed on a {@dc 15} Constitution saving throw or drop to 0 hit points. On a successful save, the creature is {@condition charmed} until the end of their next turn." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "TP" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed", + "exhaustion" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Joyful trines are entities called from the plane of Elysium. They prefer to deter with joy, but if comes to it, they are not above killing with kindness. Keen watchers and protectors, these tripart creatures often serve celestial beings and demigods as companions, or as guardians of important locations. Guardian trines remain loyal even when forgotten and left to watch lonely corners of the multiverse.", + { + "type": "inset", + "entries": [ + "Joyful trines are usually encountered alone guarding a portal entrance or celestial treasure." + ] + }, + { + "type": "entries", + "name": "Talking Over Fighting.", + "entries": [ + "A joyful trine always tries to convince those who seek to ransack a guarded place to leave before turning to violent means. One of the trine heads usually has the perfect anecdote, joke, or method of persuasion that can turn a potentially violent encounter into an opportunity to decide something new." + ] + }, + { + "type": "insetReadaloud", + "name": "Variant: Legendary Guardian", + "entries": [ + "Some joyful trines are legendary, often those charged by a god with guarding important locations.", + "A legendary joyful trine 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 trine regains spent legendary actions at the start of its turn.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Detect.", + "entry": "The trine makes a Wisdom (Perception) check." + }, + { + "type": "item", + "name": "Strike.", + "entry": "The trine makes a Penitent Strike attack." + }, + { + "type": "item", + "name": "Recharge Song (Costs 3 Actions).", + "entry": "The joyful trine's Song of Overwhelming Glory attack is recharged." + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Joyful-Trine.webp" + } + } + ] + } + }, + { + "name": "Khasasia", + "source": "PB5E", + "page": 76, + "size": [ + "L" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 60, + "formula": "8d10 + 16" + }, + "speed": { + "walk": 30, + "climb": 20, + "swim": 30 + }, + "str": 19, + "dex": 14, + "con": 14, + "int": 1, + "wis": 10, + "cha": 3, + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "senses": [ + "blindsight 20 ft." + ], + "passive": 12, + "conditionImmune": [ + "blinded", + "deafened" + ], + "cr": "2", + "trait": [ + { + "name": "Death Throes", + "entries": [ + "When the khasasia dies, it explodes, and each creature within 30 feet must make a {@dc 13} Dexterity saving throw. On a failed save, the creature takes 3 ({@damage 1d6}) poison damage, is {@condition poisoned} for an hour, and has disadvantage on Perception checks and rolls requiring sight. The creature can repeat the saving throw each minute, ending the effect on themselves on a success. Gnomes are immune to this effect." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the khasasia remains motionless, it is indistinguishable from a tree branch." + ] + }, + { + "name": "Tree Camouflage", + "entries": [ + "The khasasia has advantage on Dexterity (Stealth) checks made to hide in forest or jungle terrain." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target must make a {@dc 13} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 3 ({@damage 1d6}) poison damage at the start of each of their turns and has disadvantage on Perception checks and rolls requiring sight. The target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. Gnomes are immune to this poison effect." + ] + } + ], + "traitTags": [ + "Death Burst", + "False Appearance" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The khasasia, or pollen snake, is a mobile plant creature native to the Beastlands. It looks like a thick wooden branch covered in moss, leaves, and flowers, with a cluster of thorny growths at one end that somewhat resembles a toothy mouth. They attack by making bite.like strikes with their thorns, which trigger their flowers to release bursts of irritating pale dust. Like many carnivorous plants, khasasias need to eat only for supplemental nutrition, and they require much less food than a typical predator of their size (such as an animal snake).", + { + "type": "inset", + "entries": [ + "Khasasia fruits are delicious and spicy, but they must be cooked, dried, or eaten before they sprout and grow into their adult form." + ] + }, + { + "type": "entries", + "name": "Subtle Reproduction.", + "entries": [ + "After a kill, khasasias roll over and around their prey, using tiny rootlets to absorb the trace nutrients they need, and leaving behind large patches of pale dust. Another pollen snake that encounters these leavings will perform the same maneuver, pollinating its flowers so it can produce small pepper.like fruits that eventually drop off, go through a sedentary stage, and develop into young ambulatory khasasias." + ] + }, + { + "type": "entries", + "name": "Irritating Dust.", + "entries": [ + "The pale dust produced by a khasasia's flowers is irritating to the eyes and noses of most creatures, causing sneezing, redness, itching, and similar symptoms. Gnomes are immune to these effects, and khasasias ignore gnomes unless attacked first or controlled by another creature." + ] + }, + { + "type": "inset", + "entries": [ + "Khasasias usually share a territory with others of their kind, and may hunt alone or in small groups." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Khasasia.webp" + } + } + ] + } + }, + { + "name": "Knargalian", + "source": "PB5E", + "page": 77, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + 14 + ], + "hp": { + "average": 105, + "formula": "14d10 + 28" + }, + "speed": { + "walk": 50, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 16, + "dex": 19, + "con": 14, + "int": 6, + "wis": 15, + "cha": 12, + "skill": { + "arcana": "+4", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic", + "radiant" + ], + "vulnerable": [ + "force" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "restrained" + ], + "cr": "6", + "trait": [ + { + "name": "Antimagic Susceptibility", + "entries": [ + "The knargalian is incapacitated while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the circle must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute." + ] + }, + { + "name": "Ephemeral", + "entries": [ + "The knargalian can't wear or carry anything." + ] + }, + { + "name": "Magic Absorption", + "entries": [ + "Casting protection from evil and good or magic circle on a knargalian heals it for 4 ({@dice 1d8}) or 13 ({@dice 3d8}) hit points, respectively. Sometimes the circle can absorb an existing casting of these spells by touch, healing itself as if the spell had been deliberately cast upon it." + ] + }, + { + "name": "Magic Restriction", + "entries": [ + "Any creature attempting to escape from a berserk circle using teleportation or interplanar travel must first succeed on a {@dc 14} Charisma saving throw to do so. A celestial, elemental, fey, fiend, or undead {@condition grappled} by a knargalian has disadvantage on attack rolls against it, and disadvantage on their Charisma save to magically escape its grapple." + ] + }, + { + "name": "Shielded Mind", + "entries": [ + "The knargalian is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The knargalian makes two radiant blade attacks." + ] + }, + { + "name": "Radiant Blade", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) radiant damage. If the target is a Large or smaller creature, they are {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained} and automatically takes 7 ({@damage 2d6}) radiant damage at the start of each of the knargalian's turns." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The knargalian magically becomes {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell)." + ] + } + ], + "traitTags": [ + "Antimagic Susceptibility", + "Damage Absorption" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "R", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible", + "restrained" + ], + "savingThrowForced": [ + "charisma" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Knargalians, or \"berserk circles,\" are bizarre magical creatures that look like 10.foot.diameter floating circles surrounded by mystical runes. They flit across the landscape until they find a creature they want to consume, arrange themselves around their foe, and drain their life energy, leaving only a withered husk. They are usually found in the Outlands and Lower Planes.", + { + "type": "inset", + "entries": [ + "Knargalians are so rare that they're usually discovered alone, but an ongoing source of wild magic might create multiple berserk circles that roam the same area." + ] + }, + { + "type": "entries", + "name": "Wild Magic Origin.", + "entries": [ + "The first knargalian is believed to have been a fiend.trapping spell that went awry, creating a being of living energy that exists only to contain and consume other things. Although berserk circles prefer hunting celestials and elementals, they have been known to attack other creatures, especially those who try to bind or control them." + ] + }, + { + "type": "entries", + "name": "Arcane Mystery.", + "entries": [ + "As a living magical effect, the knargalian's mind is unknowable to most creatures. Attempts to communicate through language or telepathy fail, although creatures have had limited success using bursts of weak magic (such as cantrips) to convey simple concepts. Creatures attempting to influence or communicate with a berserk circle can use the Arcana skill (instead of Deception, Intimidation, or Persuasion) but have disadvantage on the check." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Knargalian.webp" + } + } + ] + } + }, + { + "name": "Krumveret", + "source": "PB5E", + "page": 78, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 44, + "formula": "8d6 + 16" + }, + "speed": { + "walk": 40, + "burrow": 10 + }, + "str": 16, + "dex": 17, + "con": 15, + "int": 2, + "wis": 12, + "cha": 9, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "cold" + ], + "cr": "1", + "trait": [ + { + "name": "Frost Walker", + "entries": [ + "The krumveret's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling {@condition prone} because of icy or snowy ground." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The krumveret's long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Freezing Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage. In addition, a living target that is not resistant or immune to cold damage must make a {@dc 12} Constitution saving throw. On a failed save, the creature is {@condition restrained} as their internal fluids magically start freezing. They must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is turned to ice until freed by the {@spell greater restoration} spell or similar magic. If allowed to thaw naturally, the victim thaws with 0 hit points and must begin making death saving throws." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "C", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Weird, wind-sculpted snow and ice formations are sometimes found in wintry climates and snowy dimensions. Some look almost lifelike, as if they were travelers frozen solid that then were whittled down by months and years of relentless blizzards. Because, in fact, that's exactly what they are, victims of krumveret.", + { + "type": "inset", + "entries": [ + "A lone krumveret can be encountered anywhere icy. A drove consisting of three to five of these creatures can be found in ice caves. \"Domesticated\" droves can be encountered near frost giant lairs." + ] + }, + { + "type": "entries", + "name": "Cold Comfort.", + "entries": [ + "Krumveret race across the permafrost of Material Plane worlds, but also make their homes in glaciers of mountainous regions of the Outer Planes. Frigid temperatures are not just preferred by krumveret, but required. Tropical and even temperate regions are lethal to these creatures, unless they can find an ice cave or some other always-cold location in which to dig their dens." + ] + }, + { + "type": "entries", + "name": "Raised by Frost Giants.", + "entries": [ + "Frost giants prize krumveret, finding their arctic flesh tasty and alluring. A drove of krumveret can also serve as incidental guards for a frost giant's castle. The creatures may still nip a frost giant now and then, but their freezing bite has no effect.", + "Some krumveret are bred as racers. Every midwinter, champion krumveret, each the fastest of its litter, are conveyed to a hosting frost giant's domain. At the sound of the horn, the competing krumveret dash and leap across the glacier serving as the track. The one that wins is accorded special breeding privileges. The others are usually bound for the cooking pot." + ] + }, + { + "type": "entries", + "name": "Freezing Bite.", + "entries": [ + "A krumveret's bite can take down small prey immediately. But even larger prey have reason to fear this dire hare's bite. The krumveret's saliva contains a magical property that begins to freeze the blood in the veins of living creatures. Even a light nip injects enough saliva to begin this process. Those not hardy enough to fight off the effect feel their limbs cool and stiffen until they are transformed into an ice sculpture of themselves, every ounce of liquid in their bodies having turned to ice. Victims can be revived only with magic, such as with a {@spell greater restoration|PHB}. Those who are allowed to heat up gradually usually \"melt\" into a mass of slushy remains.", + "A drove of krumveret can feed off an ice sculpture for weeks before seeking out more sustenance." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Krumveret.webp" + } + } + ] + } + }, + { + "name": "Labyrinth Stalker", + "source": "PB5E", + "page": 79, + "size": [ + "H" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 212, + "formula": "17d12 + 102" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 9, + "con": 22, + "int": 5, + "wis": 12, + "cha": 9, + "skill": { + "perception": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 16, + "cr": "13", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The stalker has advantage on Wisdom (Perception) checks that rely on smell." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the stalker's choice within 120 feet hears a monstrous hunting roar and must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 hour. A {@condition frightened} creature repeats the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature's saving throw is successful or the effect ends for them, the creature is immune to the stalker's Frightful Presence for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The stalker makes three attacks: one bite attack, one claw attack, and one horn attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}31 ({@damage 4d12 + 5}) piercing damage. If the target is a Large or smaller creature, they are {@condition grappled} (escape {@dc 18}). When the labyrinth stalker moves, the {@condition grappled} creature moves with it. Until this grapple ends, the target is {@condition restrained} and the stalker can't bite another target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage." + ] + }, + { + "name": "Horn", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) piercing damage." + ] + } + ], + "legendary": [ + { + "name": "• Move", + "entries": [ + "The labyrinth stalker moves up to half its speed." + ] + }, + { + "name": "• Roar", + "entries": [ + "The labyrinth stalker uses Frightful Presence." + ] + }, + { + "name": "• Horn (Costs 2 Actions)", + "entries": [ + "The labyrinth stalker makes one horn attack." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "restrained" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "There are probably many labyrinth stalkers, but even one is too many. These ever.hungry brutes are sometimes encountered by victims of the maze spell, as well as in other locations of magical confusion, including a mysterious dimension called by some the \"Infinite Labyrinth.\"", + { + "type": "entries", + "name": "Scenter Hunter.", + "entries": [ + "Once a labyrinth stalker gets the scent of a potential victim\u2014even one located several hallways, rooms, or corridors away in a maze\u2014the creature tracks down the trace until it finds the origin. Victims trying to escape the labyrinth can hear the creatures' frightful calls echoing behind them growing closer and closer. If a labyrinth hunter gets hold of prey, it may grab the victim in a toothy bite and drag the prey deeper into the maze to feast upon at its leisure." + ] + }, + { + "type": "entries", + "name": "Infinite Labyrinth Lair.", + "entries": [ + "The God Emperor Chaoz, the Lord of Luck, ruled the world of Scyron\u2014a distant Material Plane world\u2014from the magnificent city of Zavatar. One day his luck ran out, and his world died in a magical ritual of his own making. Out of that disaster grew the Infinite Labyrinth, growing ever larger and more confusing. Some people believe that all mazes lie somewhere within the Infinite Labyrinth. Those who become lost in one rightly fear minotaurs, but that's only because they have yet to discover a labyrinth stalker." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Labyrinth-Stalker.webp" + } + } + ] + } + }, + { + "name": "Lahairon Mind Thief", + "source": "PB5E", + "page": 80, + "size": [ + "T" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 27, + "formula": "5d4 + 15" + }, + "speed": { + "walk": 20, + "fly": 30 + }, + "str": 7, + "dex": 16, + "con": 17, + "int": 13, + "wis": 9, + "cha": 16, + "skill": { + "perception": "+1", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "understands Lahairon but doesn't speak" + ], + "cr": "1/2", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The mind thief doesn't provoke an opportunity attack when it flies out of an enemy's reach." + ] + }, + { + "name": "Ensnaring Tendril (3/Day)", + "entries": [ + "The mind thief can magically enhance its Brain.Leeching Tendril attack as a bonus action. If enhanced, in addition to the regular effect of Brain-Leeching Tendril, the target must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} for up to 1 minute. A Large or larger creature has advantage on this saving throw. While {@condition restrained}, the target takes 3 ({@damage 1d6}) piercing damage at the start of each of their turns. A creature so {@condition restrained} or one that can touch the {@condition restrained} creature can use their action to make a {@dc 13} Strength check. On a success, the target removes the attached mind thief and is no longer {@condition restrained}." + ] + } + ], + "action": [ + { + "name": "Brain-Leeching Tendril", + "entries": [ + "Melee Weapon Damage: {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the mind thief bodily attaches itself to the target. While attached, the mind thief doesn't attack. Instead, at the start of each of the mind thief's turns, the target loses {@dice 1d2} Intelligence each time they fail a {@dc 13} Intelligence saving throw due to memory loss.", + "The mind thief can detach itself by spending 5 feet of its movement. It does so after it drains 10 Intelligence points' worth of memory from the target or the target reaches 0 Intelligence, at which point the target becomes {@condition unconscious}. A creature, including the target, can use their action to detach the mind thief if they succeed on a {@dc 13} Athletics check.", + "If the target's Intelligence is not reduced to 0, all lost Intelligence returns after a long rest.", + "If the target's Intelligence is reduced to 0, the seed of a new mind is implanted in the victim's {@condition unconscious} form, and the physical shell (the mind thief ) dies. Unless the {@condition unconscious} body receives a lesser restoration or similar magic, the seed blossoms into the alien consciousness of a Lahairon stowaway." + ] + }, + { + "name": "Fade Away", + "entries": [ + "The mind thief becomes {@condition invisible} for up to one hour, or until it attacks." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "conditionInflict": [ + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "intelligence", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A mind thief's mass of tendrils droops like a hoary beard covering a body composed of many fibrous lengths, wound together like an imperfect knot. Three sets of tattered, fleshy wings madly flap, giving the mind thieffs flight a jerky, hard-to-predict trajectory.", + { + "type": "inset", + "entries": [ + "Mind thieves are often found in flocks of six or more, lurking until they find a likely victim." + ] + }, + { + "type": "entries", + "name": "Lost Lahairon.", + "entries": [ + "A Material Plane world called Lahairon fell to an unspecified disaster. Before their final hour, some Lahairon natives devised a magical means of escape, but only for their minds. Their bodies perished, while their consciousnesses fled via uncouth winged forms\u2014Lahairon mind thieves\u2014to other worlds in hopes of finding safety and new lives." + ] + }, + { + "type": "entries", + "name": "Body Snatchers.", + "entries": [ + "Though called mind thieves\u2014for they do in fact steal away memories of their victims\u2014these creatures simply let those memories dissipate. Because what they really want is fallow mental ground so they can transfer a consciousness seed of a mental refugee from the dead world of Lahairon. Once a consciousness is successfully transferred, the particular mind thief that carried the refugee so far shrivels up and dies, its only duty complete." + ] + }, + { + "type": "entries", + "name": "Lahairon Immigrants.", + "entries": [ + "Wearing the bodies of mentally wiped victims doesn't seem to bother the average Lahairon, who finds themselves with fresh bodies and a dimension not in immediate danger of destruction. Usually, a newly arrived Lahairon attempts to pretend to be who they look like, unless they can find other Lahairon to join. If a large enough group is found, the immigrants break away from the lives of their victims and found a new community in an isolated location." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Lahairon-Mind-Thief.webp" + } + } + ] + } + }, + { + "name": "Lava Husk", + "source": "PB5E", + "page": 81, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 40, + "burrow": 20 + }, + "str": 21, + "dex": 18, + "con": 19, + "int": 10, + "wis": 12, + "cha": 15, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Ignan", + "Terran" + ], + "cr": "6", + "trait": [ + { + "name": "Lava Spray", + "entries": [ + "Every time the lava husk takes piercing or slashing damage, a spray of lava spurts from the wound toward the attacker in a line 15 feet long and 5 feet wide. Creatures in the line must succeed on a {@dc 15} Constitution saving throw or take 13 ({@damage 3d8}) fire damage, or half that on a successful save. If the initial saving throw failed, a creature takes 6 fire damage at the beginning of their next turn." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The lava husk deals double damage to objects and structures." + ] + }, + { + "name": "Illumination", + "entries": [ + "The lava husk sheds bright light in a 30.foot radius and dim light to an additional 30 feet." + ] + }, + { + "name": "Water Susceptibility", + "entries": [ + "For every 25 feet the lava husk moves in water, or for every 25 gallons of water splashed on it, they take 1 cold damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The lava husk makes three Molten Bash attacks." + ] + }, + { + "name": "Molten Bash", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage and 9 ({@damage 2d8}) fire damage." + ] + }, + { + "name": "Fiery Path of Death {@recharge}", + "entries": [ + "The lava husk creates a flat path of lava, shot through with ebony threads, on a solid surface within 30 feet that lasts for 1 minute. The path can be up to 100 feet long, 20 feet wide, and 1 foot thick. Treat the path as a line.", + "When the path appears, each creature within its area must make a {@dc 13} Dexterity saving throw. On a failed save, a creature takes 22 ({@dice 5d8}) fire and 22 ({@damage 5d8}) necrotic damage, or half as much damage on a successful save. If creatures can't easily leap off the path (for instance, if the path fills a corridor), targets have disadvantage on their saves.", + "The lava husk can use the path as a bridge to cross gaps, and even angle it up to 45 degrees and use it to ascend or descend to higher or lower locations. If a creature is killed while on the Fiery Path of Death, their remains often seed the creation of a new lava husk, which arises within {@dice 2d4} days." + ] + } + ], + "traitTags": [ + "Illumination", + "Siege Monster" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "IG", + "T" + ], + "damageTags": [ + "C", + "F", + "N", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A dangerous ritual passed around by necromancers promises to convert a caster into a lich using a shortcut requiring a connection to the Elemental Chaos. However, those who use it usually flub it. The result is a lava husk.", + { + "type": "inset", + "entries": [ + "Lava husks are usually encountered alone." + ] + }, + { + "type": "entries", + "name": "Death Is a Dim Doorway.", + "entries": [ + "Finding a way to survive beyond a single mortal life is something many strive to achieve. However, the original mind of the corpse seeding a lava husk is usually degraded and gone. Sometimes a memory or two remain, but the core personality is absent. The strongest remaining thread of who or what the core of a lava husk once was is revealed in the charred remains that flare and burn. Despite the thread of necromancy pulsing through them, lava husks remain elementals." + ] + }, + { + "type": "entries", + "name": "Angry Manifestations.", + "entries": [ + "Lava husks prowl the planes in search of others to burn, to batter, and in some cases, to suck the life force from. A lava husk can manifest in places of natural volcanism on the worlds of the Material Plane, in the Inner Planes, and even on the Outer Planes where lava and magma flow. In fact, lava husks are more and more common on the Lower Planes, where they are often mistaken for demons or undead." + ] + }, + { + "type": "inset", + "entries": [ + "When a lava husk burrows, they leave behind a red.hot tunnel that cools after a few rounds." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "An elemental doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Lava-Husk.webp" + } + } + ] + } + }, + { + "name": "Lord of Dogs", + "source": "PB5E", + "page": 82, + "size": [ + "M" + ], + "type": { + "type": "fey", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 142, + "formula": "15d8 + 75" + }, + "speed": { + "walk": 50 + }, + "str": 20, + "dex": 10, + "con": 20, + "int": 13, + "wis": 17, + "cha": 16, + "save": { + "str": "+9", + "dex": "+4", + "wis": "+7" + }, + "skill": { + "athletics": "+9", + "insight": "+7", + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "psychic" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "slashing", + "piercing" + ], + "note": "from nonmagical weapons that aren't made of cold iron", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "12", + "trait": [ + { + "name": "Alternate Form", + "entries": [ + "As a bonus action, the Lord of Dogs can assume the form of a Large or smaller.sized dog (any breed), or a hybrid of his humanoid and dog forms. In alternate form, his size increases to Large (if he wishes), and as a Small or larger dog, he can make bite attacks. He remains in this form until he returns to human form as a bonus action, or until he falls {@condition unconscious} or dies." + ] + }, + { + "name": "Friend of Dogs", + "entries": [ + "No domesticated dog, not even trained and loyal guard dogs, will attack the Lord of Dogs, even if mentally dominated." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Lord of Dogs fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The Lord of Dogs regains 10 hit points at the start of his turn if he has at least 1 hit point." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Lord of Dogs makes one ranged attack or three melee attacks. In dog or hybrid form, he can also make one additional bite attack." + ] + }, + { + "name": "Bite (Dog or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage." + ] + }, + { + "name": "Greataxe (Human or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage. A creature hit by two greataxe attacks in the same turn must succeed on a {@dc 17} Strength saving throw or fall {@condition prone}." + ] + }, + { + "name": "Heavy Crossbow (Human Form Only)", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 100/400 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage and a living target takes 5 ({@damage 2d4}) piercing damage from bleeding every round at the end of their turn until they receive magical healing." + ] + } + ], + "legendary": [ + { + "name": "• Detect", + "entries": [ + "The Lord of Dogs makes a Wisdom (Perception) check." + ] + }, + { + "name": "• Melee Attack", + "entries": [ + "The Lord of Dogs makes a bite or greataxe attack." + ] + }, + { + "name": "• Deafening Bark (Costs 2 Actions)", + "entries": [ + "The Lord of Dogs releases a thunderous bark. All creatures within 30 feet who can hear it must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} and {@condition deafened} until the end of their next turn." + ] + } + ], + "attachedItems": [ + "greataxe|phb", + "heavy crossbow|phb" + ], + "traitTags": [ + "Legendary Resistances", + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "deafened", + "prone", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The Lord of Dogs is a fey lord concerned with dog things alone. He doesn't look after the welfare of wild canids such as wolves, only their domesticated cousins. The Lord of Dogs understands a dog's heart and seeks to appease those desires for play, affection, and the chase. He is also a fierce dog protector, and may take vengeance on those who mistreat the lowly beasts he has sworn to defend.", + { + "type": "inset", + "entries": [ + "The Lord of Dogs ranges widely with a pack of mutts, hunting and playing throughout the Feywild and other planes." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Lord-of-Dogs.webp" + } + } + ] + } + }, + { + "name": "Luck Lamprey", + "source": "PB5E", + "page": 83, + "size": [ + "T" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 10, + "formula": "3d4 + 3" + }, + "speed": { + "walk": 20, + "burrow": 15, + "climb": 15, + "swim": 15 + }, + "str": 6, + "dex": 15, + "con": 13, + "int": 3, + "wis": 12, + "cha": 12, + "skill": { + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire" + ], + "conditionImmune": [ + "blinded", + "charmed" + ], + "cr": "1", + "trait": [ + { + "name": "Chameleon Skin", + "entries": [ + "The lamprey can change the color of its skin to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide." + ] + }, + { + "name": "Eat Luck", + "entries": [ + "Whenever a creature within 30 feet rolls an attack, save, or check with advantage, they must succeed at a {@dc 11} Charisma save or lose advantage for that roll and automatically recharge the lamprey's Lucky ability." + ] + }, + { + "name": "Lucky (Recharge after a Short or Long Rest)", + "entries": [ + "The luck lamprey can roll an additional {@dice d20} for an attack, save, or check, and choose which of the d20s it uses. It can choose to use this ability after it has rolled, but before the outcome is determined. Alternatively, the lamprey can roll a {@dice d20} when a creature attacks it, and choose whether the creature uses their own roll or the lamprey's roll.", + "If the lamprey is touching an ally, it can use this ability on behalf of that ally." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}). A creature {@condition grappled} by the lamprey must succeed on a {@dc 11} Charisma saving throw or gain disadvantage on their next attack." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "charisma" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A luck lamprey is a multicolored worm with a grey, toothed, sucker.like mouth on each end. They survive by eating blood and insects, but can reproduce only after consuming good luck from other creatures. They have beast-level intelligence (on par with a housecat) and often live on the fringes of humanoid settlements, as if such creatures have more or better-quality luck they can feed upon.", + { + "type": "inset", + "entries": [ + "Luck lampreys are usually encountered alone, although sometimes several are found feeding on a larger creature." + ] + }, + { + "type": "entries", + "name": "Parasitic Pet.", + "entries": [ + "Some people keep luck lampreys as pets, for the lamprey can influence chance events in favor of a creature they are touching. The lamprey must be fed at least once a day, equivalent to 1 hit point worth of blood, either from their owner or from some other living creature. A well.fed lamprey is lethargic, content to rest draped around its keeperfs neck and becoming active only when threatened." + ] + }, + { + "type": "entries", + "name": "Brief Lives.", + "entries": [ + "Luck lampreys spawn in slow or still water and die shortly after spawning. An adult lamprey can live up to two years if its keeper doesnft allow it to mate. Of a clutch of hundreds of eggs, a few dozen survive predation to become thumbnail.sized larvae, which feed on slime and detritus for a few years until they develop the ability to crawl on land and grow to full size. Lampreys originated in or near Limbo, but travelers have brought them to the Material Plane and elsewhere." + ] + }, + { + "type": "inset", + "entries": [ + "If a PC has a luck lamprey as a pet, the GM should allow the player to choose when the lamprey uses its Lucky ability, whether for itself or the PC." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Luck-Lamprey.webp" + } + } + ] + } + }, + { + "name": "Masked Skein", + "source": "PB5E", + "page": 84, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 10, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 19, + "dex": 14, + "con": 17, + "int": 12, + "wis": 11, + "cha": 16, + "save": { + "dex": "+5", + "con": "+6", + "wis": "+3", + "cha": "+6" + }, + "skill": { + "perception": "+6", + "stealth": "+5" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 16, + "immune": [ + "lightning" + ], + "languages": [ + "Common", + "telepathy 120 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Mask Facade", + "entries": [ + "The portion of the skein normally encountered outside the personal dimension is a Tiny animated object\u2014a mask large enough for a Medium humanoid to wear (AC 18; 20 hit points; Str 4, Dex 18; Speed 10 ft., fly 10 ft. [hover]). From within its personal dimension, the skein can view the external world with its blindsight to make Consuming Mask attacks.", + "If the mask is destroyed, the masked skein remains safe within its personal dimension. However, victims already brought into the dimension are trapped unless they have a means to travel the planes, they can survive long enough for the skein to exude a new mask.like facade in {@dice 1d10} days (the new mask appears within 5 feet of where the old one was destroyed), or they manage to kill the skein.", + "If the masked skein is killed, its dimension frays. It and any trapped creatures and objects are expelled into the closest empty spaces next to the mask façade, which also loses its animated quality." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Inside its personal dimension, the masked skein makes three tentacle attacks, and from its external focus in the exterior world, it makes one Consuming Mask attack." + ] + }, + { + "name": "Tentacle (Inside Personal Dimension Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage plus 4 ({@damage 1d8}) electricity damage." + ] + }, + { + "name": "Lightning Storm (Inside Personal Dimension Only; Recharge 5", + "entries": [ + "6). The skein directs electricity in a 30.foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 31 ({@damage 7d8}) electricity damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Consuming Mask (Animated Object Only; Recharge 5-6)", + "entries": [ + "A target the façade mask can see within 30 feet must succeed on a {@dc 14} Wisdom saving throw or be pulled into the masked skein's personal dimension into the closest empty space next to the masked skein." + ] + } + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "C", + "TP" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A mask made of whorled shell with a strange light leaking from its mouth doesnft seem too dangerous. Until it begins to absorb people into a personal dimension where the masked skein actually hunts. Hard shell protects the creaturefs bulk, but massive tentacles protrude from the front, surrounding a beaked mouth. The creaturefs shell has the same pattern as the mask.shaped facade first encountered.", + { + "type": "inset", + "entries": [ + "A single mask usually serves as the focus for a single skein. These masks are rare but can be found almost anywhere in the multiverse." + ] + }, + { + "type": "entries", + "name": "False Facade.", + "entries": [ + "A roving skein exists in a personally generated dimension, but presents to the outside world what seems like a simple mask. Until the mask begins to move under its own power as an animated object and begins to consume nearby creatures." + ] + }, + { + "type": "entries", + "name": "Brief Lives.", + "entries": [ + "A masked skein's personal dimension is usually a poor copy of the surroundings where the mask was first exuded, which means it could appear as countryside, a series of subterranean tunnels, an urban area, a forest, or something else. However, except for plants, insects, and any previously trapped creatures still alive within the artificial dimension, no other living things are present. In addition to other obvious differences, the dimension is usually no larger than 500 feet in diameter." + ] + }, + { + "type": "entries", + "name": "Allied Mask Wearer.", + "entries": [ + "The mask-shaped facade is sometimes encountered while worn by another creature, if that creature has proven themself willing to protect the mask and wear it so the masked skein can feed on select targets it sees." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Masked-Skein.webp" + } + } + ] + } + }, + { + "name": "Mileusian Bloom", + "source": "PB5E", + "page": 85, + "size": [ + "T" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + 10 + ], + "hp": { + "average": 27, + "formula": "6d4 + 12" + }, + "speed": { + "walk": 15, + "climb": 10, + "fly": 30 + }, + "str": 10, + "dex": 15, + "con": 14, + "int": 2, + "wis": 12, + "cha": 14, + "skill": { + "stealth": "+6" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 11, + "immune": [ + "radiant" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "cr": "1/4", + "trait": [ + { + "name": "Symbiotic Feeder", + "entries": [ + "While a bloom is attached to a host, the host is resistant to radiant damage, and their maximum hit point value is reduced by 4. Once the bloom is detached, the host's maximum value returns to normal after a long rest.", + "While the bloom is attached, anytime the host travels through a planar portal or is subject to an effect that would teleport them or transfer them to another plane, they must succeed on a {@dc 10} Wisdom saving throw. On a failure, they end up in a dead, crumbling demiplane (Mileusia) instead of their intended destination. The host can use the residual energy of the dimensional trip to attempt to return. To do so, they must succeed on three {@dc 10} Wisdom checks (once each turn) before they fail three. On their third success, they appear at their intended destination. On their third failure, they are stuck in the empty demiplane until they can find another way to depart." + ] + } + ], + "action": [ + { + "name": "Attaching Bloom", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) acid damage, and the bloom attaches to the target. While attached, the bloom doesn't attack. Instead, Symbiotic Feeder is triggered.", + "The bloom can detach itself by spending 5 feet of its movement, but usually does so only after the target dies. A creature, including the host, can use its action to detach the bloom if they succeed on a {@dc 14} Athletics check. However, successfully detaching the bloom inflicts 10 ({@damage 3d6}) necrotic damage to both the creature and the host." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "A", + "N" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Twisted, hood-like maroon flowers surrounded by a splash of yellowish-brown leaves grow in places where significant crossplanar activity exists, such as near a portal exit or where the veil between dimensions is thin. They produce an uncanny scent reminiscent of basil and a sharp, acrid odor that isnft quite like anything else. However, the gflowerh detaches, becoming a skin.like membrane able to clumsily fly through the air like a bat or sidewind like a serpent, seeking a host.", + { + "type": "inset", + "entries": [ + "Mileusian blooms may be found near planar portals or other locations of planar instability, appearing alone or in pods of two or three." + ] + }, + { + "type": "entries", + "name": "Leech-like feeders.", + "entries": [ + "Mileusian blooms prefer to find hosts by stealth, either by allowing a target to brush up against the innocent flower, or by detaching and falling on prey that is asleep. In either case, Mileusian blooms prefer intelligent, self.aware creatures over simple animals. Once attached, the bloom absorbs energy by contact, flattening itself out so that the host appears to have gained a splotchy birthmark. The upside of hosting a Mileusian bloom is that targets become resistant to radiant damage. The downside is that anytime a target is teleported or attempts planar travel, therefs a good chance they end up in a dead, crumbling demiplane called Mileusia." + ] + }, + { + "type": "entries", + "name": "Welcome to Mileusia.", + "entries": [ + "Mileusia is an ancient, crumbling demiplane. Shattered cyclopean ruins, choked with forests of Mileusian blooms, are the only things on this dead half.world." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Mileusian-Bloom.webp" + } + } + ] + } + }, + { + "name": "Minauran Dealer", + "source": "PB5E", + "page": 86, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 10, + "con": 16, + "int": 14, + "wis": 16, + "cha": 18, + "save": { + "con": "+6", + "wis": "+6" + }, + "skill": { + "deception": "+10", + "persuasion": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Infernal" + ], + "cr": "7", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dealer makes three gauntlet attacks." + ] + }, + { + "name": "Gauntlet", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage." + ] + }, + { + "name": "Invoke Hidden Clause {@recharge 5}", + "entries": [ + "A target who fails to meet all the stipulations of a deal they made with the dealer on the same plane of existence must succeed on a {@dc 15} Wisdom saving throw or be reduced to 0 hit points. If the target succeeds, they instead take 55 ({@damage 10d10}) psychic damage. Once the clause is invoked for a creature, they are immune to further uses of this attack." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "I" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The first thing one notices when negotiating with a Minauran dealer is their gloves. Gauntlets, really, overlarge and vibrantly colored with red, yellow, and black rings. Contrast them to the drab clothing and sallow skin peeking out beneath the dealer's tall hat, and it almost seems like the gloves have sapped the vitality from everything else. That is, until they begin to speak in dulcet tones, offering a rare deal for anyone willing to bargain.", + { + "type": "inset", + "entries": [ + "Even though a dealer fully intends to cheat their clients, there really is a lot of rare material available to be bought cheaply. It's just that all the loopholes in the contract make it unlikely a business partner can follow through on their end of the bargain, thus forfeiting their investment." + ] + }, + { + "type": "entries", + "name": "Just Doing Business.", + "entries": [ + "Minauran dealers do not immediately (or probably ever, until it's too late) disclose that they originally hail from Minauros, a layer of Hell. Rather, they describe themselves as agents trying to improve their own profits as well as those of anyone smart enough to do business with them. Often, the deals offered involve buying a lot of some rare substance or other (possibly something called \"iron ore from the fissures of Ramiah, a dimension curled inside a magical blade\" or \"tellectites, rare psionic crystals that mentalists across the multiverse would dearly love to possess\") because of some earlier deal that fell through. But they say the opportunity to buy\u2014and, therefore, profit\u2014has only a short period before someone else swoops in and takes the deal." + ] + }, + { + "type": "entries", + "name": "Swindlers.", + "entries": [ + "Loopholes mar any business opportunity offered by a Minauran dealer. For instance, if an abandoned lot of rare material is to be transferred, it must be picked up within a very small window of time, usually too brief for the buyer to make for a variety of reasons (possibly including interference arranged by the dealer themself). The small print of whatever contract was entered into indicates that in such a case, the deal is concluded, with all monies already paid to the dealer forfeit." + ] + }, + { + "type": "entries", + "name": "Nothing Is Free.", + "entries": [ + "If a dealer is destroyed, their gloves usually survive. They gloves carry a hint of transmutation magic, and identify indicates that anyone who wears them becomes more persuasive. However, the gloves are cursed. If pulled on, the wearer comes under their gradual influence. At first, the wearer experiences small periods of lost time. These episodes grow more frequent, and if the wearer doesn't receive a remove curse spell or similar magic within a month, the original Minauran dealer is reborn in the husk of the wearer's body on a failed DC 15 Wisdom saving throw." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Minauran-Dealer.webp" + } + } + ] + } + }, + { + "name": "Psionic Mold", + "source": "PB5E", + "page": 87, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + 5 + ], + "hp": { + "average": 18, + "formula": "4d8" + }, + "speed": { + "walk": 0 + }, + "str": 5, + "dex": 1, + "con": 10, + "int": 10, + "wis": 1, + "cha": 1, + "senses": [ + "blindsight 30 ft. (blind beyond this radius)" + ], + "passive": 5, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "deafened", + "frightened", + "paralyzed", + "poisoned", + "prone" + ], + "cr": "1/2", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "Before the psionic mold attacks, it is indistinguishable from ordinary mold." + ] + } + ], + "action": [ + { + "name": "Psychic Spore (Recharge 5", + "entries": [ + "6). A 15.foot.radius cloud of psychic influence invisibly extends out from the psionic mold infestation. The influence spreads around corners. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or be infected with a disease as they begin to grow too.tiny.to.see spores on and inside their body. One hour after first becoming infected, the target must succeed on a {@dc 12} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. Creatures immune to the {@condition poisoned} condition are immune to this disease.", + "Psionic mold spores invade an infected creature's system, killing them in a number of hours equal to {@dice 1d4} + the creature's Constitution score, unless the disease is removed. After the creature dies, they animate as a {@creature mind mold wraith|PB5E}." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "I" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Psionic Mold.", + "entries": [ + "The inanimate variety of mind mold.psionic mold.appears as a patch of purplish.black mold about 4 feet in diameter. In the presence of living minds, it dimly glimmers but doesnft physically move. That doesnft mean it isnft trying to feed. If not in the presence of living minds of human.level intelligence, it acts much like regular mold, reproducing by spores that are transported by wind, water, and the movement of vermin.", + "Psionic mold is energized by feeding off the psychic energy of living things that come close. If a creature spends only a few moments in a location infested with psionic mold, they might not even realize they were under psychic assault. However, those who spend more time in such an area soon realize something is wrong when they start suffering headaches, temporary memory loss, and eventually delirium and possibly even unconsciousness. Those so afflicted may also become unwitting hosts to the mold." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Psionic-Mold.webp" + } + } + ] + } + }, + { + "name": "Mind Mold Wraith", + "source": "PB5E", + "page": 88, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 10, + "con": 17, + "int": 12, + "wis": 1, + "cha": 1, + "senses": [ + "blindsight 30 ft.", + "perception 14" + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "deafened", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "scraps of previously known languages" + ], + "cr": "4", + "action": [ + { + "name": "Bash", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage." + ] + }, + { + "name": "Psychic Spore (Recharge 5", + "entries": [ + "6). A 15-foot-radius cloud of psychic influence invisibly extends out from the mind mold wraith. The influence spreads around corners. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or be infected with a disease as they begin to grow too-tiny-to-see spores on and inside their body. One hour after first becoming infected, the target must succeed on a {@dc 12} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. Creatures immune to the {@condition poisoned} condition are immune to this disease.", + "Mind mold wraith spores invade an infected creature's system, killing them in a number of hours equal to {@dice 1d4} + the creature's Constitution score, unless the disease is removed. After the creature dies, they animate as a mind mold wraith." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "B", + "I", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mind Mold Wraith.", + "entries": [ + "If an intelligent creature is overcome by a psionic mold infestation, their body is slowly consumed, and replaced with a papery crust filled with a half.empty latticework of living mold. These mind mold wraiths recall something of their former life and might even struggle to continue their normal routines. Stories describe entire households replaced by mind mold wraiths, dully stumbling about their rotting domicile, aping the actions of their once.living shells." + ] + }, + { + "type": "inset", + "entries": [ + "Instances of psionic mold and mind mold wraiths usually occur in groups of two to five, growing where normal mold would, though thicker in hidden places where intelligent creatures congregate." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + "A nameless tome ascribes an insidious origin for mind mold wraiths and psionic mold. The mold-speckled book suggests that psionic mold first evolved on a mountain.sized pile of fallen warriors. Warriors who fought and died in a war that hasn't yet started." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Mind-Mold-Wraith.webp" + } + } + ] + } + }, + { + "name": "Modron Deadfall", + "source": "PB5E", + "page": 90, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d10 + 33" + }, + "speed": { + "walk": 10, + "fly": 30 + }, + "str": 20, + "dex": 13, + "con": 16, + "int": 12, + "wis": 13, + "cha": 11, + "save": { + "con": "+5" + }, + "skill": { + "athletics": "+7", + "insight": "+3", + "persuasion": "+2", + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "languages": [ + "Modron", + "Common" + ], + "cr": "3", + "trait": [ + { + "name": "Deadfall Attack", + "entries": [ + "The modron deadfall doesn't provoke an opportunity attack when it flies out of an enemy's reach." + ] + }, + { + "name": "Sky Camouflage", + "entries": [ + "The modron deadfall has advantage on Stealth checks made to blend in and hide in the sky while flying." + ] + }, + { + "name": "Disintegration", + "entries": [ + "If the modron deadfall dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying." + ] + }, + { + "name": "Falling Robustness", + "entries": [ + "The modron deadfall ignores the first 30 feet of falling damage it would otherwise sustain from making its Deadfall Slam attack." + ] + }, + { + "name": "Axiomatic Mind", + "entries": [ + "The modron deadfall can't be compelled to act in a manner contrary to its nature or its instructions." + ] + } + ], + "action": [ + { + "name": "Deadfall Slam", + "entries": [ + "If situated about 30 feet above a target, the modron deadfall makes a melee weapon attack ({@hit 7} to hit, range 30 ft., one target). If it hits, it deals 15 ({@damage 3d6 + 5}) bludgeoning damage, using its whole body as a weapon. If the target is hit, they are {@condition grappled} and {@condition restrained} (escape {@dc 17}). If the modron deadfall does not move, it can maintain its position on up to two Medium.sized or smaller creatures. If the modron deadfall chooses, a target takes 9 ({@damage 1d8 + 5}) bludgeoning damage every time they start their turn {@condition restrained} by the modron.", + "If the modron misses, it flies straight up (if space allows) and tries again next round, assuming it decides to press its attack." + ] + } + ], + "senseTags": [ + "U" + ], + "languageTags": [ + "C", + "OTH" + ], + "damageTags": [ + "B" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Among the hierarchical living constructs of Mechanus, rogue modrons sometimes occur. The common understanding is that such modrons are somehow defective because they aren't forced to act in lockstep with every other modron, ensuring a never-changing routine of absolute discipline. However, a lesser-known interpretation is that rogue modrons routinely pop up as a sort of self-corrective function in the larger modron hive. These outliers can see unlikely solutions and potential threats that the average modron is unable to notice.", + "Modron deadfalls are just such a variety of rogue modron.", + { + "type": "inset", + "entries": [ + "Modron deadfalls typically operate alone, finding their way into other planes so as to broaden their potential sources of information." + ] + }, + { + "type": "entry", + "name": "Trap and Interrogate.", + "entries": [ + "Modron deadfalls, which somewhat resemble large modron quadrones, have hit on an interesting method of learning new information from other creatures. They interrogate lone travelers, looking for news or other interesting knowledge, by trapping them in place with their bulk. They do so by falling from the sky like square-shaped boulders off a mountain, pinning targets into place. If the interrogation goes well, the deadfall may release its trapped victim. Other times, modron deadfalls have been found still pinning the bones of a long-dead victim beneath them." + ] + }, + { + "type": "entry", + "name": "Interrogation Procedure.", + "entries": [ + "Typically, a modron deadfall quizzes a trapped target for about a minute, asking general questions about the target's purpose, any interesting news they might know, and so on, inflicting damage only if the target lies or tries to escape, or if the target's companions continually attack the modron deadfall. Once it's satisfied, the modron deadfall releases the target and flies off, looking for new sources of information." + ] + }, + { + "type": "entry", + "name": "Rogue Deadfalls.", + "entries": [ + "Some modron deadfalls don't gather information to feed back to their less-imaginative fellows on Mechanus, but instead strike out on their own, working as guardians or assassins for pay, or taking to a life of exploration." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Modron-Deadfall.webp" + } + } + ] + } + }, + { + "name": "Moietan", + "source": "PB5E", + "page": 90, + "size": [ + "T" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ + 14 + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 19, + "con": 16, + "int": 4, + "wis": 16, + "cha": 13, + "senses": [ + "blindsight 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "cr": "3", + "trait": [ + { + "name": "Reduction Regeneration", + "entries": [ + "If the moietan is within 5 feet of a target whose size has been reduced by Size Siphon, the moietan regains 3 hit points at the start of its turn. The moietan dies only if it starts its turn with 0 hit points and it doesn't regenerate." + ] + }, + { + "name": "Scalar Revivification", + "entries": [ + "If killed, a moietan rises again in {@dice 2d4} days. Permanently destroying one requires sending its remains through a portal or other dimensional interface, transporting the remains via plane shift, or otherwise moving the remains between planes." + ] + }, + { + "name": "Miniscule Movement", + "entries": [ + "The moietan can occupy another creature's space and vice versa, and the moietan can move through any opening wide enough to permit a large insect to creep through it." + ] + } + ], + "action": [ + { + "name": "Size Siphon", + "entries": [ + "{@atk ms} {@hit 6} to hit, touch. {@h}10 ({@damage 3d6}) force damage. The target you touch must succeed on a {@dc 13} Constitution saving throw, or their size is halved in all dimensions and their weight is reduced to one-eighth of normal. This reduction decreases their size by one category\u2014from Medium to Small, for example. The reduced target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match their new size. While these weapons are reduced, the target's attacks with them deal {@damage 1d4} less damage (this can't reduce the damage below 1). After one minute, the reduced creature can begin making {@dc 13} Constitution saving throws each round on their turn to end the effect.", + "If the moietan hits the reduced target a second time while they are still reduced from a prior attack, and the target fails another {@dc 13} Constitution saving throw to avoid the effect, their size category falls another step (to a minimum of Tiny), their hit point maximum is reduced by an amount equal to the damage taken, they are {@condition stunned} for 1 minute, and they gain one level of {@condition exhaustion}. A {@condition stunned} creature repeats the saving throw at the end of each of their turns, ending the stun on themself (but not the size reduction or hit point reduction) on a success. The size and hit point reduction last until the creature finishes a long rest or until they are affected by greater restoration or comparable magic. The target dies if this effect reduces their hit point maximum to 0. In this case, the remains are no larger than a grain of dust." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "O" + ], + "miscTags": [ + "HPR" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "This bizarre creature is easy to miss, given that it's only a few inches long. But once it somehow siphons dimensional scale from a target, it crackles with yellow light as it feeds on that stolen size reduction.", + { + "type": "inset", + "entries": [ + "Moietans are sometimes found near dimensional anomalies and portals; however, they never pass through such portals themselves." + ] + }, + { + "type": "entries", + "name": "Scalar Thieves.", + "entries": [ + "Hungry for dimensional energy, moietans feed on the change in ratio in living victims. As the moietan nourishes itself, its target shrinks away to nothing." + ] + }, + { + "type": "entries", + "name": "Origin Unknown.", + "entries": [ + "Seemingly from some distant, incomprehensible dimension, these creatures fear dimensional travel and avoid passing through portals or other planar interfaces. Not necessarily because doing so kills them, but because regardless of the planar destination of the portal or interface, moietans are instead banished back to their unknowable home." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Moietan.webp" + } + } + ] + } + }, + { + "name": "Moonstrider", + "source": "PB5E", + "page": 91, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "moonstrider" + ] + }, + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "9d8 + 36" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 18, + "dex": 15, + "con": 18, + "int": 14, + "wis": 22, + "cha": 16, + "save": { + "dex": "+4", + "wis": "+8" + }, + "skill": { + "arcana": "+4", + "deception": "+5", + "perception": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 18, + "resist": [ + "fire", + { + "resist": [ + "bludgeoning" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold" + ], + "languages": [ + "Moonstrider", + "telepathy 120 ft." + ], + "cr": "2", + "trait": [ + { + "name": "Space Adapted", + "entries": [ + "The moonstrider doesn't require air, pressure, or gravity to live. They gain all the nourishment they need from spending at least a couple of hours in sunlight each twenty-four-hour period." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The moonstrider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage." + ] + }, + { + "name": "Boring Spear (With Atlatl)", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must make a successful {@dc 13} Constitution saving throw or the spear tip remains in the wound, working its way deeper each round. The target takes an additional 7 ({@damage 2d6}) piercing damage at the end of each round the spear tip remains in the wound. If the target or another creature standing next to the target uses their action and succeeds on a {@dc 13} Dexterity check, they remove the spear tip. A moonstrider typically carries 5 boring spears with them at a time." + ] + }, + { + "name": "Mind Disruption", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}5 ({@damage 2d4}) psychic damage, and the target must succeed on a {@dc 13} Wisdom saving throw or have disadvantage on Dexterity checks and saving throws until the end of their next turn." + ] + }, + { + "name": "Sample Bag (1/Day)", + "entries": [ + "The moonstrider deploys a blob of shimmery substance at a target they are aware of within 20 feet. On a failed {@dc 13} Dexterity saving throw, the target is enveloped in a transparent bag (AC 12, 15 hit points, regenerates 15 hit points each turn). While enveloped, the creature is {@condition restrained}, has total cover against attacks and other effects outside the bag, and is protected from vacuum for up to one hour. If the bag takes 16 damage or more on a single turn, it splits, and the target is no longer enveloped and starts their next turn {@condition prone}." + ] + }, + { + "name": "Moonwalk (1/Day)", + "entries": [ + "The moonstrider can use all 30 feet of their movement to step magically from their current location to another location they can see or know of. Typically, the destination is the nearest airless moon that contains a moonstrider outpost. However, it could be a location on any Material Plane world that the moonstrider has previously visited. The moonstrider can take one willing target, or one target enveloped in a sample bag, with them." + ] + } + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "B", + "P", + "Y" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Humanoids from another world, moonstriders are adapted to airless environments. Their home \"world\" consists of four airless moons spinning around each other, each entirely covered with towering moonstrider structures, dark to regular vision, but glowing in the wider spectrum of light that moonstriders prefer.", + { + "type": "inset", + "entries": [ + "Moonstriders are usually encountered in exploration teams of two to five." + ] + }, + { + "type": "entries", + "name": "Vacuum Protected.", + "entries": [ + "A moonstrider's skin is thick and grey, part of their adaptation to airlessness and lack of gravity. Though they tend to look thicker than an average humanoid, they are anything but clumsy. In fact, they have more eyes than a regular humanoid, some of which are located on their fingertips, allowing them a close\u2011up view of whatever they're tinkering with or (when they spread their arms wide) the ability to see great distances, especially in airless space." + ] + }, + { + "type": "entries", + "name": "Bypassing the Ethereal.", + "entries": [ + "Some elements of moonstrider society prefer to explore other worlds. They do so using a psychic technology that skims the Ethereal without entering it. Explorers also prefer airless voids to \"oceans of air\" and have established outposts on moons above various worlds of the Material Plane." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Moonstrider.webp" + } + } + ] + } + }, + { + "name": "Morpheusian", + "source": "PB5E", + "page": 92, + "size": [ + "S" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d6 + 10" + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 11, + "dex": 16, + "con": 12, + "int": 10, + "wis": 9, + "cha": 14, + "save": { + "dex": "+5" + }, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "immune": [ + "psychic" + ], + "languages": [ + "Common", + "Elvish", + "Dwarvish" + ], + "cr": "2", + "trait": [ + { + "name": "Nighttime Hunter", + "entries": [ + "Morpheusians have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made at night." + ] + }, + { + "name": "Flyby", + "entries": [ + "The morpheusian doesn't provoke an opportunity attack when it flies out of an enemy's reach." + ] + }, + { + "name": "Dream Regeneration", + "entries": [ + "As long as it is ensconced in a living creature's dream, such as after using Dive Into Dream, the morpheusian regains 3 hit points at the start of its turn. The morpheusian dies only if it starts its turn with 0 hit points and it doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Mind Dagger", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 2 ({@damage 1d4}) psychic damage." + ] + }, + { + "name": "Nightmare Shortbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 2 ({@damage 1d4}) psychic damage, and the target must make a successful {@dc 12} Constitution saving throw or fall asleep as if affected by the {@spell sleep} spell." + ] + }, + { + "name": "Dive Into Dream", + "entries": [ + "The morpheusian disappears into the body of a sleeping creature it can see within 30 feet. All that remains visible are the morpheusian's eyes superimposed over the dreamer's. In this state, the morpheusian can't be targeted by any attack, spell, or other effect, despite its visible eyes. The dream dive lasts until the host body wakes up or drops to 0 hit points, or until the morpheusian ends it as a bonus action. When the dream dive ends, the morpheusian reappears in an unoccupied space within 5 feet of the body or, at its option, appears in the Astral Plane at the gates of Marrow." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "D", + "E" + ], + "damageTags": [ + "P", + "Y" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Sometimes mistaken for fey creatures due to their fanciful wings and small size, morpheusians seep from a secret realm called Marrow in the Astral Plane. In Marrow, dreams have taken on a permanent life of their own. Able to jump into and out of the minds of dreaming creatures, morpheusians are difficult to spot at night; only their wide, pale-white eyes superimposed over a sleeper's eyes potentially give them away.", + { + "type": "entries", + "name": "Acquired Taste for Meat of the Real.", + "entries": [ + "Malevolent dream-sprites, morpheusians are a plague in locations where they've gained a foothold, ambushing victims who remain awake while others all around them sleep through the night. As if insomnia wasn't already bad enough." + ] + }, + { + "type": "entries", + "name": "Vassals of the Night Lords.", + "entries": [ + "Morpheusians, like {@creature gologoth|PB5E|gologoths}, are the willing soldiers of self-proclaimed gods of Marrow, known as the Night Lords. The Night Lords wish to extend their realm in the waking world through several means. One method is that practiced by morpheusians: nibble away portions of living people, digesting them into dream." + ] + }, + { + "type": "inset", + "entries": [ + "Gologoths originate from Marrow, a secret realm within the Astral Plane ruled by the Night Lords." + ] + }, + { + "type": "entries", + "name": "Escaping the Night.", + "entries": [ + "Every now and then, a morpheusian realizes that it's no more than a dream that's come to life. This realization makes some turn their back on the Night Lords, or even vow to fight against them. Others, however, simply will themselves to fade to nothing, as all dreams eventually do." + ] + }, + { + "type": "inset", + "entries": [ + "If a single morpheusian is spied, it's almost certain that a few more are nearby, hiding out in the dreams of other creatures within the same community or encampment." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Morpheusian.webp" + } + } + ] + } + }, + { + "name": "Myrmic Colossus", + "source": "PB5E", + "page": 93, + "size": [ + "G" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 248, + "formula": "16d20 + 80" + }, + "speed": { + "walk": 50, + "burrow": 20 + }, + "str": 29, + "dex": 10, + "con": 20, + "int": 3, + "wis": 10, + "cha": 9, + "save": { + "dex": "+4", + "con": "+9", + "wis": "+4", + "cha": "+3" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 120 ft.", + "tremorsense 120 ft." + ], + "passive": 14, + "cr": "11", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The myrmic colossus makes one mandible attack and one stinger attack." + ] + }, + { + "name": "Mandible", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d6 + 9}) piercing damage, and the target must succeed on a {@dc 17} Constitution saving throw or take an additional 21 ({@damage 6d6}) acid damage, or half that on a successful saving throw." + ] + }, + { + "name": "Acid Spray {@recharge}", + "entries": [ + "The myrmic colossus sprays acidic gas in a 50-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 42 ({@damage 12d6}) acid damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "legendaryGroup": { + "name": "MyrmicColossus", + "source": "PB5E" + }, + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Towering thirty feet at the shoulder, myrmic colossi are six\u2011legged creatures suited to the plane of Arborea, where everything is bolder, bigger, and more violent than on Material Plane worlds. And Arborea is well suited to containing these insectoid beasts whose footsteps can shiver forests. Unfortunately for other planes of existence, myrmic colossi are adept at burrowing. Some have discovered passages to other planes through dimensional tunnels they either find in their burrowing or somehow manage to dig for themselves.", + { + "type": "entries", + "name": "Colossal.", + "entries": [ + "A myrmic colossus is gargantuan, a horrifying sight to see towering over a city's or castle's walls. If viewed from far enough away, the resemblance to a lowly ant is unmistakable. Perhaps it is a manifestation of the ant's revenge for being trod on and exterminated from homes. The myrmic colossus is protected by thick layers of chiton. Its clacking mandibles are like thunder, and its abdominal stinger can spray acid mist over a wide area." + ] + }, + { + "type": "entries", + "name": "Vassals of the Night Lords.", + "entries": [ + "As planar conjunctions come and go, cracks in the cosmic firmament emerge, allowing creatures of better\u2011than\u2011average industry to find and exploit those normally hidden ways. Like regular ants, myrmic colossi defend their colonies, seek to create new ones, and forage afar for food. It is this latter case where myrmic colossi spread out into other dimensions, laying down a track that their fellows may follow for fresh foraging on other planes of existence.", + "If a foraging myrmic colossus finds easy\u2011to\u2011overcome prey (like a village of human\u2011sized creatures on another plane), it may lay waste to it, gather up all those who fell in defense of their home and couldn't get away, and drag them back to their colony (possibly on Arborea, or perhaps another planar location where a new colony has been established) to feed the young." + ] + }, + { + "type": "inset", + "entries": [ + "A myrmic colossus is normally encountered alone, either creeping below the earth or wandering the surface looking for forage." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Myrmic-Colossus.webp" + } + } + ] + } + }, + { + "name": "Nambu Bounty Hunter", + "source": "PB5E", + "page": 94, + "size": [ + "L" + ], + "type": { + "type": "humanoid", + "tags": [ + "nambu" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 162, + "formula": "25d10 + 25" + }, + "speed": { + "walk": 50 + }, + "str": 14, + "dex": 16, + "con": 12, + "int": 14, + "wis": 12, + "cha": 18, + "save": { + "dex": "+6", + "wis": "+4", + "cha": "+7" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Nambu", + "Common", + "several more" + ], + "cr": "6", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The bounty hunter has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The hunter's weapon attacks are magical." + ] + }, + { + "name": "Bounty Tracker", + "entries": [ + "Hunters have advantage on all Perception and Survival checks when tracking." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hunter makes three Nambu Blade attacks. They can substitute one Cage Bounty attack for one Nambu Blade attack." + ] + }, + { + "name": "Nambu Blade", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 16 ({@damage 3d10}) force damage and if the target fails a {@dc 15} Constitution saving throw, they are {@condition stunned} until the end of their next turn." + ] + }, + { + "name": "Cage Bounty", + "entries": [ + "The Nambu bounty hunter deploys their Nambu Bounty Box (AC 19, 50 hit points) against a {@condition stunned} creature within 30 feet. If the target fails a {@dc 15} Wisdom saving throw, they are imprisoned in an artificial limited dimension within the Bounty Box. The imprisoned target is {@condition blinded} and {@condition paralyzed}, but they can attempt another Wisdom saving throw at the beginning of their next turn. If they fail a second time, they are trapped until the hunter releases them or the Bounty Box is destroyed. Only one creature can be trapped in the box at a time. If the Nambu bounty hunter dies, a trapped target is automatically released from the box." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The hunter adds 2 to their AC against one melee attack that would hit them. To do so, the hunter must see the attacker and be wielding a weapon." + ] + }, + { + "name": "Boxed Spell", + "entries": [ + "The hunter adds 2 to their saving throw against one spell that would hit or affect them. If effective, the spell fizzles out inside the limited artificial dimension within the box. If the box is not empty, the imprisoned creature is targeted by the spell." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "O", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Nambu is one of the many worlds of the Material Plane. Natives (who call themselves the Nambu) enjoy dimensional\u2011crafting abilities, including the ability to fashion limited artificial dimensions with enough time and practice. Many different expressions of this magic exist, including those refined by Nambu bounty hunters for capturing creatures and transporting them great distances.", + { + "type": "entries", + "name": "Bounty Box.", + "entries": [ + "Nambu bounty hunters spend several months creating physical objects called Nambu Bounty Boxes. Special components are required, as well as exacting skill when assembling a box. The bounty hunters empower their boxes, instilling the seed of a limited artificial dimension in each. Unlike more permanent objects that access limited artificial dimensions (such as bags of holding), a Bounty Box is useful only in the hands of the hunter who created it. If a box is confiscated, it reverts to an ordinary (if finely crafted) metallic box." + ] + }, + { + "type": "entries", + "name": "Available for Commissions.", + "entries": [ + "Need to bring a miscreant to justice who has fled across the planes? Visit a city with ties to interdimensional travel, and ask about Nambu bounty hunters, who guarantee they'll find your target or your money back." + ] + }, + { + "type": "entries", + "name": "Walking the Planes.", + "entries": [ + "Most Nambu bounty hunters have more than one method at their disposal for moving between dimensions, including an intimate knowledge of portals, shortcuts, and specialized items." + ] + }, + { + "type": "inset", + "entries": [ + "Nambu bounty hunters may work alone, though they hire allies if going after a bounty that they know they can't capture by themselves." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Nambu-Bounty-Hunter.webp" + } + } + ] + } + }, + { + "name": "Necrostolon", + "source": "PB5E", + "page": 95, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 147, + "formula": "14d10 + 70" + }, + "speed": { + "walk": 30 + }, + "str": 23, + "dex": 10, + "con": 21, + "int": 12, + "wis": 16, + "cha": 12, + "senses": [ + "truesight 60 ft." + ], + "passive": 13, + "resist": [ + "necrotic", + "psychic" + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "fire", + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal" + ], + "cr": "9", + "trait": [ + { + "name": "Winter Blessed", + "entries": [ + "The necrostolon has advantage on saving throws against turning. If turned, it can repeat its saving throw each round on its turn to end the effect early." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The necrostolon makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage and 14 ({@damage 4d6}) necrotic damage." + ] + }, + { + "name": "Lure of the Woods", + "entries": [ + "One humanoid the necrostolon can see within 30 feet must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The target gains the ability to understand Abyssal while they remain {@condition charmed}, and they obey the necrostolon's verbal commands. If the target suffers any harm or receives a command to directly harm themself, they can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on them ends, the target is immune to this effect for the next 24 hours.", + "The necrostolon can affect only one target at a time with this effect. If it dominates another, the effect on the previous target ends." + ] + }, + { + "name": "Reanimate Stump (1/Day)", + "entries": [ + "The necrostolon magically animates one dead tree within 60 feet, even if it's buried underground. The newly reanimated stump has the same statistics as a necrostolon, except it has Intelligence and Charisma scores of 1, it can't speak, and its only available action is one slam attack. A reanimated dead tree acts as an ally of the necrostolon. The tree remains reanimated for 1 day, until it is destroyed, until the necrostolon is destroyed or is more than 120 feet from the tree, or until the necrostolon takes a bonus action to turn it back into a dead stump (which it might do to block an opening, bridge a gap, or otherwise alter the landscape in a way helpful to the necrostolon)." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Between the tombs and sarcophagi scattered across the Abyssal layer of Thanatos, dead forests reach crooked fingers skyward. Ravaged by fire, disease, and the axe, these rotted stands of lifeless growth nurture hungry scions. Gnarled, burnt trunks are roused to hate by the influence of the plane's necromantic overlord. Among the most dangerous of these undead trees are necrostolons.", + { + "type": "inset", + "entries": [ + "Pronunciation: ne\u2011CROSS\u2011tol\u2011on" + ] + }, + { + "type": "entries", + "name": "Ragged, Forbidding Stumps.", + "entries": [ + "The reanimated stumps of what were once forest giants, these undead walk on dozens of crooked roots. Wearing a coat of ragged bark, lost teeth, matted weeds, and dirt, necrostolons sense the world from an assemblage of two or three skulls that peek out from the wood as if they were half\u2011subsumed before they died and rotted." + ] + }, + { + "type": "entries", + "name": "Seeded by Pain.", + "entries": [ + "Though common in Thanatos, necromancer tombs, lich graves, or even the mausoleums of nobles killed by a deadly curse could give rise to a necrostolon when ancient tree roots find their way to those uneasy bones. There, roots suck up corruption and hate instead of nutrition. If that tree is later felled, a necrostolon could shudder to life from the woody corpse." + ] + }, + { + "type": "inset", + "entries": [ + "Lone necrostolons are encountered in overgrown cemeteries. Groves of the undead trees could conceivably be found on Thanatos, a layer of the Abyss." + ] + }, + { + "type": "entries", + "name": "Hungry for Bone and Marrow.", + "entries": [ + "More than anything else, necrostolons enjoy the taste of bone marrow, preferably from the young and the foolish who are particularly susceptible to the whispers spun by scratching branches against windowsills. Those who give in are found in the cold sunlight, pale and bloodless, their skeleton torn out." + ] + }, + { + "type": "entries", + "name": "Undead Nature.", + "entries": [ + "A necrostolon doesn't require air, food, water, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "The necrostolon is sometimes associated with the {@creature tomb of winter|PB5E|Tomb of Winter} (page 137)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Necrostolon.webp" + } + } + ] + } + }, + { + "name": "Neonate", + "source": "PB5E", + "page": 96, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "7d8 + 14" + }, + "speed": { + "walk": 10, + "swim": 40 + }, + "str": 19, + "dex": 12, + "con": 14, + "int": 8, + "wis": 13, + "cha": 9, + "skill": { + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "telepathy 120 ft. (among themselves)", + "Aquan", + "Common" + ], + "cr": "2", + "trait": [ + { + "name": "Limited Amphibiousness", + "entries": [ + "The neonate can breathe air and water, but it needs to be submerged at least once every eight hours to avoid suffocating." + ] + }, + { + "name": "Water Predator", + "entries": [ + "The neonate has advantage on Dexterity (Stealth) checks made to hide in water or similar fluid." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The neonate makes two attacks: one with its bite and one with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage." + ] + }, + { + "name": "Psychic Hook", + "entries": [ + "The neonate targets one creature it can sense within 30 feet. The target must succeed on a {@dc 13} Constitution saving throw or take 18 ({@damage 4d6 + 4}) psychic damage. A target that takes damage must also succeed on a {@dc 13} Wisdom save or become {@condition frightened} until the end of their next turn.", + "If a target takes damage from Psychic Hook, thereafter, a neonate can telepathically communicate with the target as if they were another neonate." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AQ", + "C", + "TP" + ], + "damageTags": [ + "P", + "S", + "Y" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Neonates are a marine species that hails from worlds of the Material Plane incredibly distant in time and space. Neonates slipped through dimensional and/or temporal ruptures and now can be found in the Plane of Water as well as some seas of more familiar Material Plane worlds.", + { + "type": "entries", + "name": "Eel-like Bodies.", + "entries": [ + "Neonates have sleek forms, sinewy as eels, though they are bigger than most eels (about 5 feet long) and have forelimbs tipped with vicious claws. Also unlike eels, they are intelligent and can form neonate groups, called broods." + ] + }, + { + "type": "entries", + "name": "Broken Life Cycle.", + "entries": [ + "Neonates are the stalled middle stage of the life cycle of a much deadlier creature. Some factor in their new environment keeps them from maturing further, which is lucky for any other creatures in the area, but a point of concern among neonates. Some have come to believe that neonates, as a species, have been magically cursed. They seek far and wide, including across planar boundaries, for someone with the expertise to provide a fix. Neonates can't produce larvae that grow into more mature neonates without at least one individual reaching the final state of their life cycle to spawn more. If the last neonate perishes before this happens, that's the end for this species." + ] + }, + { + "type": "inset", + "entries": [ + "Neonates are usually encountered in scout groups of two or three, or in larger broods dozens strong." + ] + }, + { + "type": "entries", + "name": "Sacrifice for the Brood.", + "entries": [ + "Neonates are intelligent individuals, but all of them instinctually act to protect their fellows. It is not unusual for a neonate to sacrifice itself so that other neonates can survive, as long as the situation warrants such an act." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Variant: Electric Neonate", + "entries": [ + "Some neonates build up an electric charge, which they can use during combat." + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The neonate makes two attacks: one with its electric bite and one with its claws." + ] + }, + { + "name": "Electric Bite.", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage and {@h}9 ({@damage 1d8 +4}) lightning damage." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Neonate.webp" + } + } + ] + } + }, + { + "name": "Nettle Blight", + "source": "PB5E", + "page": 97, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 45, + "formula": "18d4" + }, + "speed": { + "walk": 20, + "climb": 10 + }, + "str": 7, + "dex": 16, + "con": 10, + "int": 9, + "wis": 12, + "cha": 16, + "skill": { + "perception": "+5", + "stealth": "+7" + }, + "senses": [ + "tremorsense 30 ft.", + "darkvision 60 ft." + ], + "passive": 15, + "vulnerable": [ + "fire" + ], + "languages": [ + "Sylvan" + ], + "cr": "1/2", + "action": [ + { + "name": "Multiattack", + "entries": [ + "A nettle blight makes two thorn attacks." + ] + }, + { + "name": "Thorn", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Hungry Seed {@recharge 5}", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage and a living target must succeed on a {@dc 13} Constitution saving throw. On a failed save, the seed takes root in the target, sending out thorny tendrils that snag and interfere with the target's movements, granting disadvantage on all attacks, Strength and Dexterity checks, and Strength and Dexterity saving throws. The target or an adjacent creature can use their action digging out the seed, inflicting 3 ({@damage 1d6}) piercing damage to the target in the process.", + "A victim who hosts two or more hungry seeds is {@condition restrained} until enough seeds are removed that the target has only one or fewer remaining.", + "If a victim is killed by any means while a hungry seed is actively growing in their flesh, a great thorny bush germinates from that spot within a few days, from which {@dice 2d6} nettle blights arise another few days later." + ] + } + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "It's not an insect that looks like a stick. In fact, it's a stick that resembles an insect. A tiny but terribly thorny insect, with eyes as red as ripe berries and an ominous ovipositor\u2011like spike at the end of a thick tail.", + { + "type": "entries", + "name": "Rarely Alone.", + "entries": [ + "A lone nettle blight is odd, but not especially dangerous. Unfortunately, where there's one nettle blight, several more likely hide in nearby foliage waiting to ambush prey. Nettle blights are perceptive to vibrations of anything moving nearby." + ] + }, + { + "type": "inset", + "entries": [ + "Nettle blight groups usually number between three and twelve individuals." + ] + }, + { + "type": "entries", + "name": "Feywild Origins.", + "entries": [ + "The nettle blight is a fey creature, but it's also an intelligent plant; it's a hybrid that would draw more curiosity if the blights weren't such a nuisance. Nettle blight thorn groves are dangerous places to explore because when the blights are gathered in sufficient quantities, a flowering of blights can bring down even much more powerful prey." + ] + }, + { + "type": "entries", + "name": "Seeds of the Next Generation.", + "entries": [ + "Nettle blights are almost always driven to find sources of fertilizer for another thorn bush from which a new generation of blights can grow. Most living creatures are suitable targets. Victims who fall prey to such nettle blight attention could become host to newly germinated growth destined to sprout more nettle blights.", + "The only time nettle blights are not actively seeking prey to implant is in the middle of winter on a Material Plane world where these vicious little things have become invasive." + ] + }, + { + "type": "entries", + "name": "Natural Allies of Some.", + "entries": [ + "Intelligent plants and intelligent undead are never targeted by nettle blights. Which is why nettle blight groves are sometimes encouraged to take root near such creatures, as added protection against potential intruders. However, nettle blight groves do best in the sunlight. Even so, an entrance to a subterranean myconid lair could be flanked by a nettle blight grove on the surface." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Nettle-Blight.webp" + } + } + ] + } + }, + { + "name": "Nexus Foreteller", + "source": "PB5E", + "page": 98, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 148, + "formula": "17d10 + 55" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 22, + "dex": 17, + "con": 21, + "int": 12, + "wis": 21, + "cha": 22, + "save": { + "dex": "+7", + "wis": "+9", + "cha": "+10" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "immune": [ + "fire", + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Celestial", + "Abyssal", + "Infernal", + "telepathy 120 ft." + ], + "cr": "11", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The nexus foreteller has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The nexus foreteller makes three Lance of Despair attacks." + ] + }, + { + "name": "Lance of Despair", + "entries": [ + "{@atk rs} {@hit 10} to hit, range 150 ft., one target. {@h}14 ({@damage 4d6}) psychic damage and the target must succeed on a {@dc 17} Wisdom saving throw or begin suffering from ongoing, brutal mental ringing in their mind, taking 5 ({@damage 1d10}) psychic damage at the start of each of their turns for 1 minute. Each time the nexus foreteller hits the affected target with Lance of Despair again, the damage dealt by the ongoing psychic ringing increases by 5 ({@damage 1d10}) psychic damage. The psychic ringing ends if the target receives magical healing or if the foreteller fails to hit the target for a period of at least 1 minute." + ] + }, + { + "name": "Cryptic Pronouncement (Recharge after a Short or Long Rest)", + "entries": [ + "A target within 60 feet of the foreteller senses the construct's telepathic muttering more explicitly, conveying a seemingly incomprehensible message. On a failed {@dc 17} Wisdom saving throw, the target is {@condition stunned} until the end of their next turn. Whether or not the save is successful, the target gleans a fragment of foreknowledge. Once during the next hour, the target can add a {@dice d20} roll to the result of any roll they make, before or after they see the result of the first roll." + ] + }, + { + "name": "Death's Door", + "entries": [ + "The nexus foreteller is transported to a different plane of existence where one or more \"significant\" deaths, judged according to its own enigmatic senses, will soon occur." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "CE", + "I", + "TP" + ], + "damageTags": [ + "Y" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Always watching, continually telepathically muttering, nexus foretellers take great interest in imminent events, especially those that will end in the death of one or more participants. No one knows their origin for certain, but some people guess that they were fashioned and sent out by various gods of destiny to make certain that deaths decreed by fate occur as ordained.", + { + "type": "entries", + "name": "Rarely Alone.", + "entries": [ + "A lone nettle blight is odd, but not especially dangerous. Unfortunately, where there's one nettle blight, several more likely hide in nearby foliage waiting to ambush prey. Nettle blights are perceptive to vibrations of anything moving nearby." + ] + }, + { + "type": "entries", + "name": "Observers of Violent Ends.", + "entries": [ + "A nexus foreteller appears immediately before one or more intelligent humanoids \"significant to the timeline\" face their end, popping into existence from a previously visited death scene on another plane of existence. They attempt to appear at least several minutes if not several hours or even days ahead of time, then depart a few rounds after the event, defending themselves only if first attacked. Though they are obviously constructed beings, a foreteller's central eye seems almost alive as it blinks, squints, and opens wide as it silently watches, never speaking in more than a confused mutter." + ] + }, + { + "type": "entries", + "name": "Seeds of the Next Generation.", + "entries": [ + "If questioned, the nexus foreteller's telepathic murmuring increases in intensity for a moment, and the eye squints and blinks at whoever addressed it. Nothing of obvious import is relayed. However, a target of a warning who thinks upon the pronouncement may indeed learn something useful, if they are wise enough to try." + ] + }, + { + "type": "entries", + "name": "Construct Nature.", + "entries": [ + "A nexus foreteller doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Nexus foretellers never ally with others of their kind or other creatures, but their appearance often overlaps with other creatures who are about to face a dangerous situation or an imminent death." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Nexus-Foreteller.webp" + } + } + ] + } + }, + { + "name": "Nilim Shambler", + "source": "PB5E", + "page": 99, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 11 + ], + "hp": { + "average": 76, + "formula": "9d8 + 36" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 13, + "con": 18, + "int": 5, + "wis": 12, + "cha": 7, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "cr": "5", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The nilim shambler regains 10 hit points at the start of its turn if it has at least 1 hit point. If the shambler takes acid or fire damage, this trait doesn't function at the start of its next turn. The nilim is destroyed only if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Sicken Surroundings", + "entries": [ + "On any turn a nilim shambler regenerates, objects and creatures within 5 feet warp and lose cohesion as the nilim draws nearby matter into itself. Creatures in range that fail a {@dc 11} Constitution saving throw take 3 ({@damage 1d6}) necrotic damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The nilim shambler makes two slam attacks and uses Transforming Tendril." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Transforming Tendril", + "entries": [ + "A tendril (wire, flesh, or other substance) unfurls from the nilim shambler, targeting one creature within 10 feet. On a failed {@dc 13} Dexterity saving throw, the tendril converts a small patch of the creature's skin or surface clothing into a slowly spreading silvery patch.", + "The silver patch can be removed using an action. If on clothing, the offending article can be shucked; if on skin, it can be excised with a blade, inflicting 3 ({@damage 1d6}) slashing damage.", + "Otherwise, the silvery patch expands at the end of the target's next turn, inflicting 7 ({@damage 2d6}) necrotic damage. At the end of each of their turns thereafter, the target takes 7 ({@damage 2d6}) necrotic damage for each silvery patch they have (maximum of {@dice 10d6}). If a target is killed by this process, they lurch back as a nilim shambler about a day later." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Engendered in a distant universe, nilim shamblers are born of constructs whose power grew to equal that of gods of other planes. They fused rude matter with living flesh, engineered consciousness into light, and snuffed out worlds in an explosion of conquest until, in their overreach, they collapsed their dimension. The resulting fragments of exotic matter expanding through the multiverse sometimes rain down from the void, hatching nilim shamblers and sometimes worse things.", + { + "type": "entries", + "name": "Born of Exotic \"dust\".", + "entries": [ + "Tiny particles are sometimes enough to create a nilim shambler, forming a creature built from surrounding objects, whether those are corpses or random materials such as stone and iron. Still\u2011living subjects are the things most readily converted to fresh nilim shamblers, but anything will do." + ] + }, + { + "type": "entries", + "name": "Powered by the Primary.", + "entries": [ + "Any incursion of nilim depends on a central mass of exotic matter located nearby. This mass is sometimes insensate and defenseless; other times it congeals into something capable of fighting back. Either way, if a primary is destroyed, all the nearby nilim depending on it begin crumbling to dust." + ] + }, + { + "type": "entries", + "name": "Sickening Matter.", + "entries": [ + "Nilim influence doesn't just distort and transform living things. Rude matter like rock, iron, and other unliving material can warp and blister, even rot, like living flesh cursed with leprosy. This is usually a result of a nilim shambler either healing itself or empowering itself by absorbing matter from its surroundings and incorporating that material into itself. Thus, nilim shamblers in one location can vary greatly from those in another location with a much different environment." + ] + }, + { + "type": "entries", + "name": "Construct Nature.", + "entries": [ + "Nilim shamblers require no air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Nilim are usually encountered in groups of two to five." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Nilim-Shambler.webp" + } + } + ] + } + }, + { + "name": "Obsidian Stalker", + "source": "PB5E", + "page": 100, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d8 + 48" + }, + "speed": { + "walk": 40, + "burrow": 30 + }, + "str": 14, + "dex": 17, + "con": 19, + "int": 13, + "wis": 16, + "cha": 20, + "save": { + "dex": "+7", + "wis": "+7" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "truesight 30 ft." + ], + "passive": 17, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "thunder" + ], + "conditionImmune": [ + "deafened", + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Terran" + ], + "cr": "9", + "trait": [ + { + "name": "Faultless Tracker", + "entries": [ + "The obsidian stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry if the two of them are on the same plane of existence. The stalker also knows the location of its summoner." + ] + }, + { + "name": "Deafening Earthstorm", + "entries": [ + "The obsidian stalker generates a 30-foot-radius aura of swirling obsidian. A creature that starts their turn in the aura, or who enters it for the first time on a turn, takes 11 ({@damage 2d10}) slashing damage. The area in the aura is excessively loud, and a creature in it who fails a {@dc 16} Constitution saving throw is {@condition deafened} until the beginning of their next turn." + ] + }, + { + "name": "Covering Storm", + "entries": [ + "The earthstorm gives the obsidian stalker a +2 bonus to AC versus ranged attacks." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "The obsidian stalker can burrow through nonmagical, unworked earth and stone. While doing so, the stalker doesn't disturb the material it moves through." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The obsidian stalker makes two obsidian shards attacks." + ] + }, + { + "name": "Obsidian Shards", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage." + ] + }, + { + "name": "Crashing Earthstorm {@recharge 5}", + "entries": [ + "The obsidian stalker intensifies its Deafening Earthstorm aura this round. All creatures in the stalker's aura take 31 ({@damage 7d8}) force damage, are {@condition deafened} until the beginning of their next turn, and gain a level of {@condition exhaustion}; a successful {@dc 16} Constitution saving throw reduces damage by half and negates the deafness and {@condition exhaustion}." + ] + }, + { + "name": "Quick Glide", + "entries": [ + "The obsidian stalker uses its Earth Glide ability to appear in an unoccupied space it can see within 100 feet, assuming an unbroken surface connects the two spaces." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "T" + ], + "damageTags": [ + "O", + "S" + ], + "conditionInflict": [ + "deafened" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An obsidian stalker is a variety of earth elemental summoned from the Plane of Earth.", + { + "type": "inset", + "entries": [ + "Obsidian stalkers are always encountered alone, pursuing prey." + ] + }, + { + "type": "entries", + "name": "Prey-Seeking Elemental.", + "entries": [ + "The purpose given to an obsidian stalker is usually to destroy a target or object. However, given that the magic is based on earlier craft, the obsidian stalker could also be tasked with recovering a specific object and returning it to the stalker's creator. Once the task is complete (or the summoner dies), the magic that created the obsidian stalker ends and the elemental is released. When it is defeated or the magic that binds it expires or ends, an obsidian stalker falls into a pile of otherwise unremarkable obsidian shards." + ] + }, + { + "type": "entries", + "name": "Unreliable Servants.", + "entries": [ + "There is truth in the saying that if you want something done right, it's best to do it yourself. That truism applies in spades to an obsidian stalker. It hates being called from its realm, and if possible, it will accomplish a task that technically fulfills the objective as worded, but that fails to fulfill the spirit of the command." + ] + }, + { + "type": "inset", + "entries": [ + "The magic that creates an obsidian stalker follows a familiar pattern; the magic shapes the elemental to a specific purpose. Which means that if a summoner uses conjure elemental to summon this creature, it must be cast as a 9th\u2011level spell." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Obsidian-Stalker.webp" + } + } + ] + } + }, + { + "name": "Ossuary Blob", + "source": "PB5E", + "page": 101, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 230, + "formula": "20d12 + 100" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 18, + "wis": 16, + "cha": 20, + "save": { + "str": "+9", + "con": "+10", + "wis": "+8", + "cha": "+10" + }, + "skill": { + "deception": "+10", + "history": "+14" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "Common and dozens of other languages" + ], + "cr": "16", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The ossuary blob has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The ossuary blob's weapon attacks are magical." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The ossuary blob has advantage on saving throws against turning. If turned, it can repeat its saving throw each round on its turn to end the effect early." + ] + }, + { + "name": "Rolling Charge", + "entries": [ + "If the blob rolls at least 20 feet straight toward a creature and then hits them with a bite attack on the same turn, that target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the blob can make a Skeletal Clasp attack against them as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ossuary blob makes seven attacks: six bite attacks and one Skeletal Clasp attack. It can substitute a Necrotic Pulse for a Skeletal Clasp attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Skeletal Clasp", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and a Large or smaller target must succeed on a {@dc 18} Constitution saving throw or be pulled into the blob's interior, engulfed. The engulfed creature is {@condition restrained} and takes 13 ({@damage 2d8 + 4}) piercing damage each round on the blob's turn. An engulfed creature can try to escape by taking an action to make a {@dc 17} Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the blob." + ] + }, + { + "name": "Necrotic Pulse", + "entries": [ + "The target within 30 feet must make a {@dc 18} Constitution saving throw, taking 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "N", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + { + "type": "quote", + "entries": [ + "The dank charnel odor clogs the air. A clatter of bones accompanies a huge shape rolling into view. It is a rough sphere composed entirely of skulls, spines, bones, teeth, claws, and partial skeletons of all different kinds of creatures. And all of them begin to scream." + ] + } + ] + }, + { + "type": "entries", + "name": "Death Aggregates.", + "entries": [ + "Composed of thousands of skeletal remains of creatures and steeped in the supernatural despair of the Shadowfell, ossuary blobs undergo a transformation from decaying charnel heap to reanimated nightmare when large amounts of necrotic energy are released, which are somewhat rare occurrences even in the Shadowfell. But not rare enough to prevent the creation of these horrific undead." + ] + }, + { + "type": "entries", + "name": "Many Minds in One.", + "entries": [ + "One might assume by the constant screaming and screeching that an ossuary blob is relatively simple. In fact, the memories of hundreds of dead constituent bodies are remixed in an ossuary blob, creating a new intellect. Though not a pillar of mental stability, an ossuary blob is smart. Moreover, many remember spells that some faction of their constituent remains once knew." + ] + }, + { + "type": "entries", + "name": "Memories of the Lost.", + "entries": [ + "The minds making up an ossuary blob also recall things from long ago that might otherwise be lost to history. Which is why, despite how incredibly dangerous it is, sages and others seeking obscure knowledge sometimes try to parley with these undead. The problem is twofold. One, it's hard to tell when they're lying. Two, they usually try to consume their interlocutors." + ] + }, + { + "type": "inset", + "entries": [ + "Ossuary blobs are encountered alone in necropolises, the Shadowfell, or other places undead shamble.", + "The ossuary blob is sometimes associated with the {@creature tomb of winter|PB5E|Tomb of Winter} (page 137)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ossuary-Blob.webp" + } + } + ] + } + }, + { + "name": "Ovisan Hunter", + "source": "PB5E", + "page": 102, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ovisan" + ] + }, + "alignment": [ + "C", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain mail|PHB}" + ] + } + ], + "hp": { + "average": 38, + "formula": "7d8 + 7" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 15, + "dex": 14, + "con": 12, + "int": 11, + "wis": 10, + "cha": 12, + "skill": { + "athletics": "+4", + "perception": "+2", + "insight": "+2" + }, + "passive": 12, + "vulnerable": [ + "acid" + ], + "languages": [ + "Ovisan and any standard language (using specially inscribed runes)" + ], + "cr": "1", + "trait": [ + { + "name": "Standing Leap", + "entries": [ + "The ovisan hunter can long jump up to 15 feet, with or without a running start." + ] + }, + { + "name": "Ram", + "entries": [ + "If the ovisan hunter moves at least 10 feet straight toward a creature and then hits them with a gore attack on the same turn, the target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone} and {@condition stunned} for 1 round. If the target is {@condition prone}, the hunter can make one gore attack against them immediately as a bonus action.", + "Rune-Scribed Horns. The ovisan hunter's gore attacks are magical. In addition, a creature hit by a gore attack takes an additional {@damage 1d8} lightning damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ovisan hunter makes two gore attacks, two spear attacks, or one of each." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage and 4 ({@damage 1d8}) lightning damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Thunderous Rumble {@recharge 5}", + "entries": [ + "The hunter emits an echoing battle call. All creatures that are not ovisans within 30 feet who can hear take 10 ({@damage 3d6}) thunder damage, or half damage with a successful {@dc 11} Constitution saving throw. Other ovisans can hear the call from many dozens of miles away and respond as quickly as they can." + ] + } + ], + "attachedItems": [ + "spear|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "L", + "P", + "T" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Ovisans evolved as one of the primary intelligent beings on Kret, the Material Plane world of their origin. But not in isolation; they constantly fought against a shelled enemy that rose in the seas; ovisans called them {@creature grethk|PB5E}. That rivalry only grew as the two species increased their populations and mastery over their world, both relying on a magical \"technology\" of rune scribing. Eventually, the grethk were defeated, but remnants of that population fled to alternate planes of existence. Ovisan hunters are the brave ovisans who volunteered to track down the grethk and end any future threat they might grow into if not ferreted out and destroyed.", + { + "type": "inset", + "entries": [ + "Ovisans generally travel in battle flocks of three to nine." + ] + }, + { + "type": "entries", + "name": "Planar Scouts.", + "entries": [ + "Using their rune magic, ovisans can create temporary portals that lead into adjacent worlds of the Material Plane. Such portals take time to set up and empower, so ovisans usually travel to a new world only if they have evidence that a fleeing grethk nest might have preceded them there. Ovisans are suspicious of planar travel technology that is not their own, and thus eschew it unless they have no other option." + ] + }, + { + "type": "entries", + "name": "Rune Magic.", + "entries": [ + "Besides opening portals, ovisan hunters use runes to look for evidence of grethk, enhance their horns to deliver an extra jolt when used as a weapon, and translate languages of newly encountered species. Back on their homeworld, ovisans rely on rune magic for many additional tasks." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ovisan-Hunter.webp" + } + } + ] + } + }, + { + "name": "Pauvak", + "source": "PB5E", + "page": 103, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d10 + 20" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 18, + "dex": 17, + "con": 14, + "int": 6, + "wis": 15, + "cha": 16, + "save": { + "str": "+7", + "con": "+5" + }, + "skill": { + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "understands Abyssal but can't speak" + ], + "cr": "8", + "trait": [ + { + "name": "Feather Fall", + "entries": [ + "By using strands of its webbing, a pauvak can reduce its falling speed to 60 feet per round, taking no falling damage and landing on its feet." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pauvak makes one bite attack and two claw attacks, or replaces one claw attack with a Razor Webbing attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage." + ] + }, + { + "name": "Razor Webbing {@recharge 4}", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30/60 ft., one Large or smaller creature. {@h}The creature is {@condition restrained} by strong, sharp, highly flammable webbing and takes 3 ({@damage 1d6}) slashing damage every round at the start of their turn until they are freed. As an action, the {@condition restrained} creature can escape with a successful {@dc 14} Strength check, but each attempt inflicts an additional 7 ({@damage 2d6}) slashing damage. The effect also ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, and immunity to bludgeoning, poison, and psychic damage. Webbing exposed to fire burns away in 1 round, dealing 14 ({@damage 4d6}) fire damage to the webbed target." + ] + }, + { + "name": "Teleport (Recharge after a Short or Long Rest)", + "entries": [ + "The pauvak magically teleports up to 120 feet to an unoccupied space it can see, along with any equipment it is wearing or carrying, its rider, and up to four creatures {@condition restrained} by its Razor Webbing." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "AB", + "CS" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A pauvak is a monstrous, semi\u2011intelligent arachnid native to Gehenna. Its flattened abdomen resembles a giant tarnished metal mask depicting some horrid beast, with a long neck and an irregular number of angular limbs.", + { + "type": "entries", + "name": "Ambush Predator.", + "entries": [ + "Like a hunting spider, a pauvak doesn't use webs to build a nest, but roams in search of prey or waits patiently until something suitable wanders by. It often clings to a wall or cliff face, tucking its legs underneath and with only its eyes peering from under its body, as if it were a statue or other vile decoration." + ] + }, + { + "type": "entries", + "name": "Proud and Loyal.", + "entries": [ + "Pauvaks are fiercely independent and have been known to tear their own legs off to escape captivity or a master's leash. However, if approached with respect by a creature that treats them well, they can form a strong emotional bond, much like a ranger's beast companion, and are willing to follow that creature into battle or even be ridden as a mount. In these partnerships, the pauvak is usually allowed to roam in the creature's territory to hunt as it pleases, returning only when its ally needs it. If the allied creature dies, the pauvak mourns, then feeds on its ally's corpse (which it sees as a sign of respect)." + ] + }, + { + "type": "inset", + "entries": [ + "Pauvaks are solitary predators when they aren't being used as mounts by fiends. A newly hatched clutch of their eggs has {@creature swarm of insects|MM} (spiders) stats, with the resistances of an adult; they turn on each other when food is scarce until only the strongest are left, which separate to hunt alone." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Pauvak.webp" + } + } + ] + } + }, + { + "name": "Peripleth", + "source": "PB5E", + "page": 104, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 123, + "formula": "19d8 + 38" + }, + "speed": { + "walk": 20, + "burrow": 20, + "swim": 40 + }, + "str": 12, + "dex": 17, + "con": 14, + "int": 14, + "wis": 15, + "cha": 18, + "save": { + "str": "+5", + "dex": "+7", + "wis": "+6", + "cha": "+8" + }, + "skill": { + "arcana": "+6", + "stealth": "+7" + }, + "senses": [ + "blindsight 30 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Deep Speech", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Planar Disruption", + "entries": [ + "The peripleth can selectively distort planar geometry around it, causing it to twist, buckle, and fold. This spatial disruption has deleterious effects on other creatures the peripleth chooses. When a creature the peripleth is aware of starts their turn within 30 feet of the peripleth, the creature must make a successful {@dc 16} Constitution saving throw or become spatially fractured.", + "While spatially fractured, the creature falls {@condition prone} each time they try to move or take the Dash or Disengage action; however, they can still crawl. In addition, while spatially fractured, the target must succeed on a {@dc 16} Wisdom saving throw after attempting any action or reaction, or the action (though it might seem initially successful, such as a melee attack against the peripleth, casting a spell to heal a comrade, or succeeding on an ability check) is channeled into a warp in planar geometry, nullifying that action.", + "To recover from spatial fracture, a creature must start their turn farther than 30 feet away from the peripleth and make a successful {@dc 16} Constitution saving throw." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The peripleth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Amphibious", + "entries": [ + "The peripleth can breathe air and water." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The peripleth makes three fractured stinger attacks." + ] + }, + { + "name": "Fractured Stinger", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d12 + 3}) slashing damage. If the target is spatially fractured, this attack does an additional 13 ({@damage 3d8}) force damage and heals the peripleth by an equal amount.", + "Smash Path (2/Day): The peripleth transfers itself to any location it can see or knows about on the same plane of existence, or that it knows about on another plane. When it does, either it leaves behind a 15-foot-radius sphere of fractured planar geometry centered on where it departed, or a 15-foot-radius sphere of fractured planar geometry appears centered on its arrival point. The fracture lasts for up to ten minutes.", + "Fractured planar geometry affects creatures within its area like Planar Disruption, regardless of whether the peripleth is aware of creatures in the area. In addition, if the area overlaps a portal, gate, or other planar feature that provides transport to another plane, that feature is disrupted within the fracture, sending travelers to random planar locations. Likewise, spells designed to teleport or otherwise transport creatures elsewhere, even if they evade the nullifying effects of the fractured geometry, send targets to random planar locations." + ] + } + ], + "traitTags": [ + "Amphibious", + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "DS", + "TP" + ], + "damageTags": [ + "O", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These wormlike aberrations are hard to make out through the spatial distortion they exist within, but it's hard to miss their horrific stingers, sizzling with plane\u2011fracturing potential.", + { + "type": "entries", + "name": "Born to Break the World.", + "entries": [ + "Kin to aboleths, peripleths (also called \"dimension smashers\") are ancient beings who recall a much different multiverse before the gods and, according to their own memories passed down through the ages, before the current planar organization grew so stratified. The modern cosmology, whether imposed by the gods (as peripleths believe) or simply how things evolved, is something peripleths rebel against at a fundamental level. Just by existing, a peripleth fractures nearby spatial geometry." + ] + }, + { + "type": "inset", + "entries": [ + "Peripleths roam the planes alone, leaving a trail of fractured spacetime in their wake." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Peripleth.webp" + } + } + ] + } + }, + { + "name": "Planar Mite", + "source": "PB5E", + "page": 105, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 55, + "formula": "10d6 + 20" + }, + "speed": { + "walk": 30, + "climb": 20, + "fly": 60 + }, + "str": 17, + "dex": 12, + "con": 14, + "int": 3, + "wis": 10, + "cha": 2, + "skill": { + "perception": "+2", + "stealth": "+5" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 12, + "cr": "3", + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "A planar mite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Pounce", + "entries": [ + "If a planar mite moves at least 20 feet straight toward a creature and then hits them with a claw attack on the same turn, the target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the mite can make one bite attack against them as a bonus action." + ] + }, + { + "name": "Pathwalker", + "entries": [ + "Planar mites can sense {@condition invisible} cross-planar routes that other creatures cannot normally sense, and are thus able to locate and use them to travel to different planes of existence." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The planar mite makes two attacks: one with its bite and one with its claws. The bite attack can be replaced with Wing Extraction, if the target is already {@condition grappled} from a successful bite attack." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}) if they are a Medium or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the planar mite can't bite another target." + ] + }, + { + "name": "Wing Extraction", + "entries": [ + "One creature {@condition grappled} by a planar mite's bite must make a {@dc 13} Strength saving throw. On a failed save, the target is pulled 60 feet into the air as the mite extends its wings and lifts off. On its next turn, the planar mite releases the target as a bonus action, allowing them to fall." + ] + } + ], + "traitTags": [ + "Pounce", + "Spider Climb" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Planar mites are invasive creatures infesting hundreds of different dimensions, as well as paths between dimensions (which is one reason they are also sometimes called path mites). When not moving, they resemble flattened red boulders, innocuous odd debris scattered randomly. However, if prey moves close, a mite unfolds to reveal a roach\u2011like body with a horrific mouth, claws, and leathery wings peeking from beneath its stone carapace.", + { + "type": "entries", + "name": "Ambushers.", + "entries": [ + "The favored hunting tactic of mites is to fold in their wings, claws, and mouths so they resemble nothing so much as random debris. When potential prey moves past, the planar mites pounce, possibly gaining surprise. If they are successful in getting a grip on the target with their bite, they extend their wings, potentially pulling their prey high into the air\u2014after which they inevitably drop their prey. If the prey is especially unlucky, they are dropped into a different dimension than the one they were attacked on." + ] + }, + { + "type": "inset", + "entries": [ + "Planar mites are usually encountered in groups of two to five." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Planar-Mite.webp" + } + } + ] + } + }, + { + "name": "Adult Portal Dragon", + "source": "PB5E", + "page": 106, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 218, + "formula": "19d12 + 95" + }, + "speed": { + "walk": 40, + "fly": 80 + }, + "str": 22, + "dex": 13, + "con": 20, + "int": 19, + "wis": 15, + "cha": 17, + "save": { + "dex": "+6", + "con": "+10", + "wis": "+7", + "cha": "+8" + }, + "skill": { + "arcana": "+9", + "insight": "+7", + "perception": "+12", + "persuasion": "+8" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 22, + "resist": [ + "lightning", + "poison" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "16", + "trait": [ + { + "name": "Spell Immunity", + "entries": [ + "The portal dragon is immune to spells that would force it to change planes, or keep it from exiting a plane, against its will." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the portal dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The portal dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Antlers", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the portal dragon's choice that is within 120 feet of the dragon and aware of them must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature's saving throw is successful or the effect ends for them, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Portal Breath {@recharge 5}", + "entries": [ + "The dragon exhales a cloud of tiny portals to other dimensions in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 56 ({@damage 16d6}) force damage on a failed save, or half as much damage on a successful one, from the voracious, mouthlike discontinuities that dissipate a moment later." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Antlers", + "entries": [ + "The dragon makes an antlers attack." + ] + }, + { + "name": "Portal Engulf (Costs 2 actions)", + "entries": [ + "Can be used only at the end of a round during which the dragon used its Portal Breath. One creature that failed their saving throw against the breath must succeed on a {@dc 19} Dexterity saving throw or be completely drawn through a portal that briefly widens just enough to accommodate them, or nearly so. The target takes 13 ({@damage 2d6 + 6}) force damage and is knocked {@condition prone} in a random planar landscape." + ] + }, + { + "name": "Shift Plane (Costs 3 actions)", + "entries": [ + "The dragon is transported to a different plane of existence it knows of." + ] + } + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances", + "Spell Immunity" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "O", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "legendaryGroup": { + "name": "Adult Portal Dragon", + "source": "PB5E" + }, + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Portal dragons prefer to hunt unintelligent animals for food, but are not averse to eating intelligent creatures that defy or attack them. They are fascinated by the hidden structure of the multiverse and may briefly cooperate with others who share a similar love.", + { + "type": "entries", + "name": "Dragons of the Planes.", + "entries": [ + "Portal dragons love to wander the interstices between planar locations and can be found near color pools, ethereal curtains, and similar locations. If one encounters other travelers, it boldly quizzes them on where they've been and where they plan to go." + ] + }, + { + "type": "entries", + "name": "Selfish Dragons.", + "entries": [ + "Though individuals vary, portal dragons are typically selfish, and if one perceives that the best course of action would be to betray an ally or attack travelers who have an interesting planar artifact, that's what it probably does." + ] + }, + { + "type": "inset", + "entries": [ + "Lone portal dragons may be encountered across the planes but especially near strange crossplanar phenomena." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Adult-Portal-Dragon.webp" + } + } + ] + } + }, + { + "name": "Portal Wight", + "source": "PB5E", + "page": 107, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "7d8 + 14" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 13, + "con": 14, + "int": 8, + "wis": 10, + "cha": 13, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned", + "restrained" + ], + "languages": [ + "any languages they knew in life" + ], + "cr": "2", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The portal wight casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 11}, {@hit 3} to hit with spell attacks):" + ], + "daily": { + "3e": [ + "{@spell color spray}", + "{@spell feather fall}", + "{@spell magic missile}", + "{@spell misty step}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The portal wight has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Portal Connection", + "entries": [ + "Portal wights automatically notice any portal (whether open or closed) within 30 feet, and gain advantage on attack rolls when within this range. If they are within 5 feet of a portal, as an action they can attempt a {@dc 15} Charisma saving throw to open it for one round; if the portal requires a key, password, or similar activation requirement, the wight has disadvantage on the save." + ] + }, + { + "name": "Reality Warp", + "entries": [ + "Any creature that starts their turn within 30 feet of a portal wight must succeed on a {@dc 10} Constitution saving throw or be {@condition restrained} until the start of their next turn. On a successful saving throw, the creature is immune to the portal wight's Reality Warp for 24 hours. Portal wights and creatures that can teleport (with a spell, magical ability, or other source) are immune to this ability." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) force damage." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "O" + ], + "damageTagsSpell": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "conditionInflictSpell": [ + "blinded" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A portal wight is the undead remnant of a creature killed by passing through a portal just as it closes; half their body is cut off and replaced with a flickering aura of magic. They wander in search of their other half, hoping to reunite and expire in a dramatic burst of planar energy.", + { + "type": "entries", + "name": "Lost Memories.", + "entries": [ + "Portal wights remember only parts of their former lives\u2014their minds and souls are split between two planes. This confusing half\u2011existence is filled with pain, hate, and longing. Attempts to communicate with them rarely last more than a few rounds before they lash out." + ] + }, + { + "type": "inset", + "entries": [ + "Portal wights may be solitary or come together in groups, perhaps due to a sense of kinship or shared doom, or as the result of a portal accident that kills multiple people. They sometimes have an entourage of zombies that follows them and joins them in combat." + ] + }, + { + "type": "entries", + "name": "Portal Manipulators.", + "entries": [ + "Portal wights can intuitively alter their energy aura to create various effects. Some of this is passive and instinctive (providing their Magic Resistance and Reality Warp abilities), and some requires concentration like spellcasting. They have a knack for being able to sense and temporarily open existing portals, allowing them to go almost anywhere, and giving lost explorers reasons to follow portal wights instead of slaying them outright." + ] + }, + { + "type": "entries", + "name": "Undead Nature.", + "entries": [ + "A portal wight doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "Presumably, two portal wights are created for each planar accident. They are separate creatures, and harming one does not affect the other." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Portal-Wight.webp" + } + } + ] + } + }, + { + "name": "Primogenitor", + "source": "PB5E", + "page": 108, + "size": [ + "H" + ], + "type": "aberration", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 507, + "formula": "30d12 + 312" + }, + "speed": { + "walk": 50, + "climb": 50 + }, + "str": 25, + "dex": 14, + "con": 26, + "int": 14, + "wis": 14, + "cha": 15, + "skill": { + "arcana": "+10", + "perception": "+10" + }, + "senses": [ + "darkvision 120 ft.", + "truesight 60 ft." + ], + "passive": 20, + "resist": [ + "cold", + "fire", + "lightning", + "necrotic", + "psychic" + ], + "immune": [ + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "knows most languages" + ], + "cr": "23", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Assume a primogenitor has the spellcasting reserve of an {@creature archmage}, thanks to its Consume Head ability; its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks)." + ], + "ability": "int" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The primogenitor has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The primogenitor's attacks are treated as if magical." + ] + }, + { + "name": "Halo of Truth", + "entries": [ + "Creatures within 30 feet of a primogenitor who attempt to lie must succeed on a {@dc 19} Wisdom saving throw or are affected as with the {@spell zone of truth} spell, as cast by the primogenitor (who is immune to its effect). The primogenitor can renew or cancel this effect as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The primogenitor makes five attacks: four with its spined legs and one with its mandibles." + ] + }, + { + "name": "Spined Legs", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage." + ] + }, + { + "name": "Mandibles", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) psychic damage and Large or smaller target is {@condition grappled} (escape {@dc 22}). Only one target can be {@condition grappled} at a time, and the primogenitor can't make mandible attacks while a target is {@condition grappled}." + ] + }, + { + "name": "Consume Head {@recharge 5}", + "entries": [ + "The primogenitor can attempt to bite the head off any target they are grappling with their mandibles, assuming the target has a head; otherwise, they can choose some other limb. The target must succeed on a {@dc 22} Constitution saving throw. If it fails, their head is removed (and they likely die). Over the subsequent 2 ({@dice 1d4}) rounds, the primogenitor digests the head, but can take normal actions (except Consume Head) as they do so. When the digestion is complete, the primogenitor knows everything its victim knew. If the victim knew any spells and had unused slots available and uncast, the primogenitor now has them, too, until it casts them." + ] + } + ], + "legendary": [ + { + "name": "Spined Leg", + "entries": [ + "The primogenitor makes one spined leg attack." + ] + }, + { + "name": "Mandibles", + "entries": [ + "The primogenitor makes one mandibles attack." + ] + }, + { + "name": "Cast Spell (Costs 2 actions)", + "entries": [ + "The primogenitor casts any spells it knows." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "legendaryGroup": { + "name": "Primogenitor", + "source": "PB5E" + }, + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Primogenitors are so rare that not much is known about them. In fact, across the entire cosmos, one could probably count on one hand the number of intelligent beings\u2014and that includes gods\u2014who know about primogenitors. Which makes understanding them difficult.", + { + "type": "inset", + "entries": [ + "A primogenitor often is encountered with one or two powerful celestials and/or fiends that serve it." + ] + }, + { + "type": "entries", + "name": "Ancient Origins.", + "entries": [ + "As their name suggests, primogenitors are likely predecessors of creatures that exist today. But not through direct descent. If certain stories can be believed, primogenitors are creatures from a multiverse that predates our own. How and why a few survived the end of their own cycle of existence and now exist within ours is likely a different story for each primogenitor. Except for the handful rumored to be hidden away in fossil rubble floating at the edges of existence, or possibly compacted and petrified at the core of a dead, dimension\u2011hopping moon called \"the Planebreaker.\"" + ] + }, + { + "type": "inset", + "entries": [ + "If one were to meet a primogenitor, even unknowingly, one might be forgiven for mistaking these powerful beings as relatives of insects, given that their humanoid physiology seems mixed with that of a huge praying mantis." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Primogenitor.webp" + } + } + ] + } + }, + { + "name": "Prince of Dust", + "source": "PB5E", + "page": 109, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 161, + "formula": "17d10 + 68" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 15, + "con": 18, + "int": 11, + "wis": 12, + "cha": 14, + "save": { + "con": "+8", + "wis": "+5" + }, + "skill": { + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "poisoned", + "prone" + ], + "languages": [ + "Auran", + "Terran", + "Common" + ], + "cr": "10", + "trait": [ + { + "name": "Blood of Dust", + "entries": [ + "A creature that hits a prince with a slashing or piercing melee attack while within 5 feet of it takes 5 ({@damage 1d10}) slashing damage from an expulsion of erosive dust.", + "Sleep (1/Day): The prince of dust can use its action to cause creatures inside a 20-foot sphere within 90 feet to fall into a magical slumber on a failed {@dc 16} Wisdom saving throw. Each creature affected falls {@condition unconscious} for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake." + ] + }, + { + "name": "Seep", + "entries": [ + "A prince of dust can seep with a speed of 5 ft. through any unsealed opening or crack. While seeping, a prince of dust loses cohesion, becomes vulnerable to all attacks except poison, and cannot make attacks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The prince of dust makes two Dust Harrowing Strikes. One or both attacks can be replaced by Dust Clot, if a Dust Harrowing Strike has previously {@condition grappled} a target." + ] + }, + { + "name": "Dust Harrowing Strike", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}) in solidified dust if they are a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the prince of dust can't use that arm on another target." + ] + }, + { + "name": "Dust Clot", + "entries": [ + "One creature {@condition grappled} by a Dust Harrowing Strike must make a {@dc 16} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) necrotic damage as their blood begins to transform to dust, and the prince of dust regains half as many hit points." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AU", + "C", + "T" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Composed of earth and air, princes of dust emerge from the Elemental Planes and the Elemental Chaos but are often encountered in other dimensions, extending their trails of influence. Humanoid and standing nearly 10 feet tall, they are composed of scintillating sand and dust that constantly trickles in rivulets from their bodies.", + { + "type": "entries", + "name": "Elemental Nobility.", + "entries": [ + "In the Elemental Chaos, a claim of nobility is often suspect. But a prince of dust is a power to be reckoned with. Creatures such as {@creature dust mephits|MM} and similar beings of earth and air often offer their services to princes of dust. Named princes of dust sometimes work together to achieve an end, but usually jealous rivalry sets them at odds. All seek to one day gain power even greater than that of a dao or djinni, possibly even ascending to the power of the legendary primordials." + ] + }, + { + "type": "inset", + "entries": [ + "Princes of dust usually travel with a retinue that includes other elemental creatures." + ] + }, + { + "type": "entries", + "name": "Trails of Influence.", + "entries": [ + "In accordance with their self\u2011assumed noble title, princes of dust enjoy traveling the planes, looking to extend their knowledge and reach through trade. Such trading convoys are typically made up of a prince of dust, several dust mephits, and a couple of dragged sledges, each bearing a secure chest. One chest contains trade goods (often, gems from Elemental Earth). The other is like as not to be a trained {@creature mimic|MM} meant to act as a diversion should the trade convoy become the target of thieves. In return for wealth, princes of dust make alliances and pacts, and seek to learn secrets of the multiverse." + ] + }, + { + "type": "entries", + "name": "Blood to Dust.", + "entries": [ + "Though sustained by the elements, a prince of dust also entangles prey in Dust Harrowing Strikes, transforming the blood of biological creatures to dust. That transformation releases a surge of life that princes of dust relish. This urge to feed sometimes ruins a particular prince of dust's negotiations with beings of other planes as they try to extend their influence and power." + ] + }, + { + "type": "inset", + "entries": [ + "Known named princes of dust include Prince Eoghanan, Prince Nilidh, and Prince Rodachan." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Prince-of-Dust.webp" + } + } + ] + } + }, + { + "name": "Psychic Leech Swarm", + "source": "PB5E", + "page": 110, + "size": [ + "M" + ], + "type": { + "type": "monstrosity", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 33, + "formula": "6d6 + 12" + }, + "speed": { + "walk": 5, + "fly": 30 + }, + "str": 10, + "dex": 14, + "con": 14, + "int": 4, + "wis": 12, + "cha": 4, + "skill": { + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "cr": "1/2", + "trait": [ + { + "name": "Cordcutter", + "entries": [ + "Against creatures in the Astral Plane with a silver cord, the psychic leech swarm gains advantage on its attacks and inflicts maximum damage with its bite." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can't regain hit points or gain temporary hit points." + ] + }, + { + "name": "Psychic Inflammation", + "entries": [ + "A living creature that is injured by the psychic leech swarm must succeed on a {@dc 11} Wisdom saving throw at the end of the encounter to avoid becoming infected. This mental disease manifests after 24 hours, beginning with mild annoyance over small things, until every little thing makes the victim angry. When full symptoms set in, the victim gains two levels of {@condition exhaustion}. In addition, the infected creature must succeed on a {@dc 11} Wisdom saving throw every time they are annoyed, disagreed with, or otherwise hindered in any way. On a failed save, they must attack the source of their annoyance. The diseased creature can attempt another Wisdom saving throw each round on their turn to end the violent fit. The effect persists until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another {@dc 11} Constitution saving throw at the end of each long rest; a successful save removes one level of {@condition exhaustion}. If the saving throw fails, the disease persists. If both levels of {@condition exhaustion} are removed by successful saving throws, the victim recovers naturally." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The psychic leech swarm makes two Bites attacks." + ] + }, + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Predators of both mind and flesh, psychic leeches appear as many\u2011stranded 3\u2011foot lengths of glowing flesh, each ending in a horrific but different mouth, maw, or gruesomely toothed orifice.", + { + "type": "entries", + "name": "Born of the Psychosphere.", + "entries": [ + "The Astral Plane is a realm of the mind. In no way homogenous (as many assume), the Astral is instead highly stratified. One layer is the Psychosphere, a region especially sensitive to psionic energy\u2014so sensitive that the raw essence of the dimension is sometimes unconsciously molded into lifelike entities. The meanest, most base entities are psychic leeches, which are born of idle impulses not acted upon, angry outbursts that were bitten back, and murderous urges never consummated. The repressed negativity in all bordering realms seeds and feeds them, but worlds of the Material Plane are most responsible." + ] + }, + { + "type": "inset", + "entries": [ + "Psychic leech swarms are encountered alone or in groups of two or three in the Astral Plane and anywhere enclosed in large cities." + ] + }, + { + "type": "entries", + "name": "Mental and Physical Parasites.", + "entries": [ + "Psychic leech swarms are active parasites. They are drawn to those who use the astral projection spell, but they can also find their way to worlds of the Material Plane where concentrations of minds are especially high, like in large cities. When they manifest in other dimensions, they have physical bodies. As physical beings, they lurk in eaves, the shadowed heights of vaulted ceilings, and other places where they can drop down suddenly to head height and begin swarming." + ] + }, + { + "type": "entries", + "name": "Lasting Psychic Effect.", + "entries": [ + "Because their inception relies on the worst impulses of thinking beings, an attack by a psychic leech swarm can leave an imprint long after the creatures themselves are driven back. This psychic imprint, a disease of psychic inflammation, is dangerous not only to the victim, but potentially to others who may become targets of the victim's changed, more irritable and aggressive behavior." + ] + }, + { + "type": "inset", + "entries": [ + "Psychic leech swarms have been known to infest astral ships, then hop off in search of better prey when the ship reaches a Material Plane world." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Psychic-Leech-Swarm.webp" + } + } + ] + } + }, + { + "name": "Psychic War Veteran", + "source": "PB5E", + "page": 111, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any species" + ] + }, + "alignment": [ + "C", + "G", + "NY", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 130, + "formula": "20d8 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 16, + "con": 14, + "int": 10, + "wis": 12, + "cha": 18, + "save": { + "dex": "+6", + "cha": "+7" + }, + "skill": { + "athletics": "+5", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "psychic" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Deep Speech" + ], + "cr": "5", + "trait": [ + { + "name": "Leaf on the Wind", + "entries": [ + "The psychic war veteran doesn't gain disadvantage from wearing heavy armor, nor does it reduce their speed." + ] + }, + { + "name": "Mental Aura", + "entries": [ + "The psychic war veteran manifests 3 psychic slivers (composed of condensed mental energy) that hover around them. The slivers can attack as though separate limbs. However, the slivers can also be attacked (AC 19, 20 hit points). If all are destroyed, the veteran requires a short or long rest to manifest new ones." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The veteran makes two longsword attacks and one Psychic Sliver attack, each of which can be replaced by one Mindrip attack." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Psychic Sliver", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 20 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}), held in place by a psychic sliver. Each of the veteran's slivers can grapple one creature at a time." + ] + }, + { + "name": "Mindrip", + "entries": [ + "The veteran can Mindrip one {@condition grappled} target. The target must succeed on a {@dc 15} Charisma saving throw or take (3) {@damage 1d6} psychic damage. This damage reduces the target's Intelligence score maximum by an equal amount. To regain the lost Intelligence, the target must take a long rest and succeed on a {@dc 11} Intelligence saving throw." + ] + } + ], + "reaction": [ + { + "name": "Psychic Mirror (1/Day)", + "entries": [ + "When the veteran would be affected by a spell or psionic effect that would inflict psychic damage, charm, or otherwise mentally influence the veteran, the effect bounces and instead targets the attacker." + ] + } + ], + "attachedItems": [ + "longsword|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DS" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "charisma" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Psychic war veterans have spent years battling aberrations and other threats. Some veterans are mercenaries, and others whisper of a coming war.", + { + "type": "entries", + "name": "Mercurial Moods.", + "entries": [ + "From the multiverse's time\u2011stretched edge, the psychic war veteran returns from battle. Ages upon ages have passed in their absence, but to the veteran, they recall fighting in an eternal now where unimaginable creatures sailed in from outside existence to assail creation. That endless fight killed most soldiers and left the veterans scarred, wounded, and psychologically fragile. One moment they may be enjoying merriment in a tavern, only to suddenly fall silent, eyes darting to the floor. Tears may come then, or a simmering anger that others would do well not to disturb, lest it turn upon them." + ] + }, + { + "type": "entries", + "name": "Aberration Slayer.", + "entries": [ + "If a psychic war veteran believes a regular creature has some connection to an aberration, they are likely to slay first and establish specific connections later, or just let their previous belief stand. But if faced with actual aberrations to destroy, a psychic war veteran becomes a stolid ally\u2014 at least for as long as it takes to hunt down and slay the offending entity." + ] + }, + { + "type": "inset", + "entries": [ + "Psychic war veterans are usually encountered by themselves, traveling the multiverse to look for aberrations. Sometimes they may be in the company of a motley crew of other beings similarly haunted by their pasts." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Psychic-War-Veteran.webp" + } + } + ] + } + }, + { + "name": "Puddle Weird", + "source": "PB5E", + "page": 112, + "size": [ + "T" + ], + "type": "elemental", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 82, + "formula": "25d4 + 20" + }, + "speed": { + "walk": 20 + }, + "str": 7, + "dex": 19, + "con": 11, + "int": 4, + "wis": 16, + "cha": 9, + "skill": { + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + { + "immune": [ + "poison" + ], + "preNote": "electricity" + } + ], + "vulnerable": [ + "fire", + "cold" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "2", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the puddle weird remains motionless, it is indistinguishable from an ordinary puddle of water, a damp spot on fabric or clothing, rainwater in a barrel, or another naturally occurring liquid." + ] + }, + { + "name": "Water Form", + "entries": [ + "The puddle weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Freeze", + "entries": [ + "If the puddle weird takes cold damage, it partially freezes, and its speed is reduced to 0 feet until the end of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The puddle weird makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage." + ] + }, + { + "name": "Deliquescent Touch {@recharge 5}", + "entries": [ + "The puddle weird's touch can cause the target to begin absorbing too much moisture from the atmosphere. If the target is hit with a slam attack and fails a {@dc 13} Constitution saving throw, they take an additional 5 ({@damage 1d10}) bludgeoning damage at the beginning of each subsequent turn as their tissues begin to swell with water. The target can attempt another save at the end of each turn to end the swelling. When the effect ends, the target is immune to a Deliquescent Touch attack by the puddle weird for 24 hours; however, their puffy, bloated tissues do not fully return to normal until after their next long rest." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Coming in out of the rain, cloak sopping wet, isn't normally dangerous. But if the storm was tinged with influence from the Elemental Chaos, that cloak that doesn't seem to want to dry could be a puddle weird waiting for its chance to spread chaos.", + { + "type": "entries", + "name": "Elemental Spillover.", + "entries": [ + "The storms that roll through the Elemental Chaos are sometimes so fierce that they roil the Ethereal and worlds of the Material Plane that it connects to. This kind of influence might cause a regular storm on a Material Plane world or increase the vigor of a storm already in progress. But sometimes elementals of various sorts spill across that gap. One of the most dangerous is the puddle weird, because it's not immediately obvious what it is, and because of the effect its touch has on flesh." + ] + }, + { + "type": "entries", + "name": "Hard to Identify.", + "entries": [ + "One of the most dangerous manifestations of a puddle weird is a quantity of liquid that seems ideal for quenching one's thirst. Luckily, these elementals are not particularly intelligent, and they more often present as just one puddle among many otherwise normal puddles in a rainstorm, as what might otherwise seem like condensed moisture in a cave, or, if delivered during a rainstorm, as wet clothing." + ] + }, + { + "type": "entries", + "name": "Transitive Property.", + "entries": [ + "The touch of a puddle weird transfers something of the Elemental Chaos into the fluids of a living creature's flesh. That chaos reacts by drawing in more and more liquid from the surrounding air, without regard to the tissue's ability to contain it without tearing or bursting." + ] + }, + { + "type": "entries", + "name": "Elemental Nature.", + "entries": [ + "A puddle weird doesn't require air, food, drink, or sleep. " + ] + }, + { + "type": "inset", + "entries": [ + "Puddle weirds may be found in the company of other elementals or as part of elemental phenomena." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Puddle-Weird.webp" + } + } + ] + } + }, + { + "name": "Pyske", + "source": "PB5E", + "page": 113, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 12, + "formula": "5d4" + }, + "speed": { + "walk": 10, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 5, + "dex": 17, + "con": 10, + "int": 11, + "wis": 12, + "cha": 12, + "save": { + "dex": "+5", + "wis": "+3", + "cha": "+3" + }, + "skill": { + "deception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "1", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The pyske has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Fey Dagger", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage." + ] + }, + { + "name": "Fey Bow", + "entries": [ + "{@atk rw} {@hit 3} to hit, reach 5 ft., range 60/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Fell Dust {@recharge 5}", + "entries": [ + "The pyske blows a puff of fell dust at a creature within 5 feet. The pyske chooses from the following effects when using this ability.", + { + "type": "list", + "items": [ + "The target must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of their turns (with disadvantage if the pyske is visible to the target), ending the effect on themself on a success.", + "The target must succeed on a {@dc 11} Constitution saving throw or take 5 ({@damage 2d4}) poison damage and become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.", + "The target must succeed on a {@dc 11} Wisdom saving throw or fall asleep for 1 minute. The creature wakes up if they take damage or if another creature takes an action to shake them awake." + ] + } + ] + }, + { + "name": "Invisibility", + "entries": [ + "The pyske magically turns {@condition invisible} until they attack or use Fell Dust, or until their {@status concentration} ends (as if {@status concentration||concentrating} on a spell)." + ] + } + ], + "reaction": [ + { + "name": "Magical Disruption", + "entries": [ + "The pyske adds +4 to its saving throw against one spell or magical effect that would otherwise affect it. To do so, the pyske must see the attacker and be able to release a puff of fell dust." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "frightened", + "invisible", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Older, archaic fey creatures of the unseelie, pyskes are malicious whereas pixies are mischievous. Only a handful of inches tall, with wings like ragged cobwebs crusted with past meals, pyskes move between the Feywild and worlds of the Material Plane to trouble other creatures for their own twisted pleasure.", + { + "type": "entries", + "name": "Fey but Fell.", + "entries": [ + "Like their pixie kin, pyskes are inherently magical. Able to fade from view merely by thinking about it means these creatures can and do put themselves into situations where they can take advantage of other beings in order to do harm. One of a pyske's favorite tactics is to shadow another creature invisibly so they jostle them at an inopportune moment, trip them while they're crossing a high bridge, or steal an important document right when it's most needed." + ] + }, + { + "type": "entries", + "name": "Fell Dust.", + "entries": [ + "As pyskes erratically flutter through the air, a reddish trail stains the air in their wake. This fell dust has all manner of ill effects on living creatures, especially their minds. With just a sprinkle, a pyske can send a target into a nightmare\u2011infused sleep, poison a target, or scare them nearly out of their minds. Pyskes can also use the fell dust as a shield to help them avoid being targeted by magical effects." + ] + }, + { + "type": "inset", + "entries": [ + "A lone pyske might spy on a new homestead, keep, or village, and perhaps cause a serious mishap or two to frighten the locals. If the pyske is inconvenienced in any way, they might return later with a mob of five or more of their kind to inflict sustained and murderous revenge on the culprits." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Pyske.webp" + } + } + ] + } + }, + { + "name": "Qoreth-shemkur", + "source": "PB5E", + "page": 114, + "size": [ + "G" + ], + "type": { + "type": "monstrosity", + "tags": [ + "titan" + ] + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 585, + "formula": "30d20 + 270" + }, + "speed": { + "walk": 50, + "fly": 80, + "swim": 100 + }, + "str": 30, + "dex": 10, + "con": 28, + "int": 22, + "wis": 20, + "cha": 9, + "save": { + "cha": "+8" + }, + "skill": { + "arcana": "+15", + "deception": "+8" + }, + "senses": [ + "blindsight 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from weapons not made with adamantine weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Primordial", + "telepathy 120 ft." + ], + "cr": "29", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Qoreth-shemkur fails a saving throw, they can choose to succeed instead." + ] + }, + { + "name": "Undead Slayer", + "entries": [ + "Qoreth-shemkur deals double damage to undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Qoreth-shemkur makes three tentacle attacks." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d10 + 10}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 20}). Until the grapple ends, the target is {@condition restrained}. A Huge or smaller {@condition grappled} target is completely enveloped in wrapping tentacles, is {@condition blinded}, and takes 28 ({@damage 8d6}) bludgeoning damage from squeezing and 28 ({@damage 8d6}) fire damage each round at the end of their turn.", + "Qoreth-shemkur has ten tentacles and can restrain that many targets simultaneously before they can't make tentacle attacks against additional targets. Tentacles can be attacked (AC 22, 30 hit points, resistances and immunities as Qoreth-shemkur). Destroying one deals no damage to Qoreth-shemkur, who extrudes a new one as a bonus action." + ] + }, + { + "name": "Steam Breath {@recharge 5}", + "entries": [ + "Qoreth-shemkur exhales superheated steam in a 120-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw, taking 105 ({@damage 30d6}) fire damage and being {@condition blinded} until the end of their next turn on a failed save, or half as much damage without blindness on a successful one." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "Qoreth-shemkur moves up to half their speed. (If they spend 3 actions on two consecutive turns to move in this way, they gain the benefit of a {@spell plane shift} spell at the end of their second turn, but only for themself.)" + ] + }, + { + "name": "Tentacle (Costs 2 actions)", + "entries": [ + "Qoreth-shemkur makes one tentacle attack." + ] + }, + { + "name": "Steam Defense (Costs 3 actions)", + "entries": [ + "Generating an ablative layer of superheated steam as a reaction, Qoreth\u2011shemkur ignores any attack that doesn't do 30 points of damage or more." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "P", + "TP" + ], + "damageTags": [ + "B", + "F" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "legendaryGroup": { + "name": "Qoreth-shemkur", + "source": "PB5E" + }, + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Qoreth-shemkur, a singular being of awesome power, arose in ancient days beside the primordials, but apart from them. An ocean\u2011loving being of water and fire (elements normally opposed to each other), Qoreth\u2011shemkur introduced convoluted mechanisms driven by steam to individuals across Material Plane worlds they visited. Though ultimately concerned with alien considerations over the well\u2011being of the cults that sprang up in their wake despite its contempt for them, Qoreth\u2011shemkur developed a special animosity for undead, and especially for a primordial called the {@creature tomb of winter|PB5E|Tomb of Winter}.", + { + "type": "inset", + "entries": [ + "Qoreth-shemkur is encountered alone." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Qoreth-shemkur.webp" + } + } + ] + } + }, + { + "name": "Ramiahn Outcast", + "source": "PB5E", + "page": 115, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 13, + "con": 18, + "int": 13, + "wis": 14, + "cha": 15, + "save": { + "dex": "+4", + "con": "+7", + "cha": "+5" + }, + "skill": { + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 15, + "resist": [ + "acid", + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons not made with adamantine", + "cond": true + } + ], + "immune": [ + "force", + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "typically Common" + ], + "cr": "6", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The outcast has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The outcast makes two Soul Claw attacks." + ] + }, + { + "name": "Soul Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. If the target is neither undead nor a construct, they also take 5 ({@damage 1d10}) necrotic damage, or half damage with a successful {@dc 15} Constitution saving throw. If the saving throw fails by 5 or more, the target also gains one level of {@condition exhaustion}." + ] + }, + { + "name": "Draw Down the Night", + "entries": [ + "Magical darkness spreads from a point within 60 feet of the outcast to fill a 15-foot-radius sphere for 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it." + ] + }, + { + "name": "Soul Stare (Recharge after a Long Rest)", + "entries": [ + "A target the outcast can see within 60 feet must make a {@dc 13} Constitution saving throw. On a failed save, it takes 49 ({@damage 14d6}) necrotic damage, or half as much damage on a successful save. If the target fails the saving throw, their hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage they took. A remove curse, greater restoration, or similar spell allows a creature's hit point maximum to return to normal before that time passes." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "HPR", + "MW" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The self\u2011contained demiplane of Ramiah is a curled\u2011up, limited dimension contained within a soul\u2011harvesting magical weapon called the Star Blade. Harvested souls are relegated to a land of metallic vistas, over which a sky of celestial objects wheel. Many harvested souls become embodied anew, forged of strange metal, no two exactly alike. All these newly ensouled constructs are \"alive\" once again, joining a society of similar beings\u2014except for the outcasts.", + { + "type": "inset", + "entries": [ + "Outcast claws retain an evil connection with the Star Blade, spiritually reaping even as their metal cuts flesh." + ] + }, + { + "type": "entry", + "name": "Exiled to the Planes.", + "entries": [ + "Unlike most of the ensouled constructs that exist in the dimension of Ramiah, outcasts were shunned for their cruelty, lawlessness, and penchant for betrayal, including finding ways to destroy other constructs. Many outcasts were destroyed by their own kind, but some managed to escape Ramiah, clothed in metal flesh." + ] + }, + { + "type": "entry", + "name": "Forged of Vile Iron.", + "entries": [ + "Ramiahn outcasts exist in bodies of mismatched segments of crudely forged metal in which desolate night skies are visible. Their visages are iron masks with a fiendish cast. They have long metal daggers for claws that cut to their victim's soul." + ] + }, + { + "type": "entry", + "name": "Constructed Nature.", + "entries": [ + "An outcast doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ramiahn-Outcast.webp" + } + } + ] + } + }, + { + "name": "Reflection Hound", + "source": "PB5E", + "page": 116, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d10 + 30" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 16, + "dex": 16, + "con": 15, + "int": 13, + "wis": 14, + "cha": 14, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "telepathy 120 ft." + ], + "cr": "8", + "trait": [ + { + "name": "Ghost Reflections", + "entries": [ + "The reflection hound manipulates light across its facade, creating illusory duplicates of itself. The duplicates move with it and mimic its actions, shifting position to make it impossible to track which hound is real. Whenever any creature targets the hound with an attack or a harmful effect while a duplicate remains, that creature rolls randomly to determine whether they target the real hound or one of the duplicates. A creature is unaffected by this illusory effect if they can't see or if they rely on senses other than sight. A duplicate has the hound's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears, but a new one takes its place at the beginning of the reflection hound's next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The reflection hound makes five claw attacks and one bite attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d8 + 3}) slashing damage." + ] + }, + { + "name": "Blinding Flash {@recharge 5}", + "entries": [ + "A magical pulse erupts from the hound like blinding sunlight reflected from its mirrored carapace. Each creature within 30 feet of the hound who can see must succeed on a {@dc 13} Constitution saving throw. On a failed save, targets are {@condition blinded} for one minute. Blinded targets can attempt another saving throw each round to end the blindness earlier." + ] + } + ], + "reaction": [ + { + "name": "Reflective Petrification (Recharge 5-6)", + "entries": [ + "The reflection hound adds 5 to its AC against one targeted spell or energy attack that would hit it. If the attack misses, it is reflected back at the attacker, but the type of attack is transformed. The target must succeed on a {@dc 13} Wisdom saving throw. Constructs that fail become non-operational until repaired. Living creatures that fail are {@condition petrified} until powerful magic or another intervention reverts them back to flesh." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Named for the reflective nature of their skin, these many-legged constructs are acquisitive and territorial. Some have found their way to Mechanus, where they stalk modrons, but many wander the wider multiverse, origin unknown.", + { + "type": "inset", + "entries": [ + "In some locations, these creatures are referred to as \"mirrored beasts.\"" + ] + }, + { + "type": "entry", + "name": "Ambush Stalkers.", + "entries": [ + "When a mirrored beast freezes in place, it is hard to distinguish from its surroundings thanks to its enhanced surface. Unless a creature happens to catch its own reflection exactly head on, the hound may just reflect back more broken ruins to an oncoming viewe" + ] + }, + { + "type": "entry", + "name": "Accidental Collectors.", + "entries": [ + "The hound's reflective defense has the consequence of petrifying unlucky living creatures that trigger it. This means that reflection hounds eventually accumulate a litter of \"life-sized\" stone figures in their lairs. Some hounds cull the collection periodically; others select the most artistic and set them out for display." + ] + }, + { + "type": "inset", + "entries": [ + "Reflection hounds usually hunt alone, making their lairs in ruins and other places that draw a steady stream of foolish treasure seekers." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Reflection-Hound.webp" + } + } + ] + } + }, + { + "name": "Refuse Revenant", + "source": "PB5E", + "page": 117, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "13d10 + 65" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 16, + "con": 21, + "int": 13, + "wis": 12, + "cha": 13, + "save": { + "str": "+7", + "con": "+8", + "wis": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "necrotic", + "psychic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "any languages they knew in life" + ], + "cr": "8", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The refuse revenant has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Halo of Waste", + "entries": [ + "Any creature that starts their turn within 10 feet of the refuse revenant must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of their next turn. On a successful saving throw, the creature is immune to this ability for 24 hours." + ] + }, + { + "name": "Refuse Rejuvenation", + "entries": [ + "The refuse revenant regains 10 hit points at the start of their turn. If the revenant takes radiant damage or is separated from their garbage-filled lair by more than 30 feet, this trait doesn't function at the start of their next turn. The revenant's body is destroyed if they reach 0 hit points and don't regenerate.", + "When the refuse revenant's body is destroyed, their essence lingers in the tiniest scrap of litter or debris previously making up their body. After 10 hours, the essence inhabits and animates the original pile of refuse (or the nearest one on the same plane of existence) and regains all their hit points. While the monster is disembodied, a {@spell wish} spell can be used to eradicate them for good." + ] + }, + { + "name": "Turn Immunity", + "entries": [ + "The refuse revenant is immune to effects that turn undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The refuse revenant makes three attacks: one with their bite and two with their slam." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage." + ] + }, + { + "name": "Spew Refuse {@recharge 5}", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 30/60 ft., one Large or smaller creature. {@h}The creature takes 15 ({@damage 2d10 + 4}) bludgeoning damage and is {@condition restrained} by an avalanche of garbage. The creature's space and all spaces within 5 feet of them become difficult terrain. As an action, the {@condition restrained} creature can make a {@dc 13} Strength check and on a success is no longer {@condition restrained}, though is still standing in difficult terrain." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Turn Immunity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Refuse revenants form when someone drowns in a sewer, is smashed under an avalanche of garbage, or dies from some other rubbish-related accident that leaves behind a victim's remains intermixed with the waste responsible for killing them. These creatures also tend to form near portals and gates leading to extraplanar locations or powerful sources of extradimensional magic.", + { + "type": "inset", + "entries": [ + "Refuse revenants are usually encountered alone." + ] + }, + { + "type": "entry", + "name": "Forever Furious.", + "entries": [ + "A refuse revenant's body is a combination of remains of the former victim that become partly fused with a larger volume of random detritus. Their death by such an inglorious method seems to leave these creatures in a perpetual state of rage. That rage is fueled only by their desire to end the lives of other living things in the same way they were so unfairly slain." + ] + }, + { + "type": "entry", + "name": "Undead Nature.", + "entries": [ + "A refuse revenant doesn't require air, food, or sleep." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + { + "type": "entry", + "name": "Variant: Nonhuman Refuse Revenants", + "entries": [ + "Other kinds of creatures\u2014including giants, fey, and dragons\u2014could rise from death if killed in a similarly senseless way. These creatures might retain some of their other abilities, such as immense strength for a giant, spellcasting for a fey, or even a breath weapon, though one where many targets are affected by the Spew Refuse ability." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Refuse-Revenant.webp" + } + } + ] + } + }, + { + "name": "Residual", + "source": "PB5E", + "page": 118, + "size": [ + "T" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 11 + ], + "hp": { + "average": 5, + "formula": "2d4" + }, + "speed": { + "walk": 10 + }, + "str": 6, + "dex": 13, + "con": 10, + "int": 9, + "wis": 11, + "cha": 14, + "senses": [ + "blindsight 30 ft. (blind beyond this radius)" + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "understands Abyssal but doesn't speak" + ], + "cr": "1/8", + "trait": [ + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the residual to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the residual drops to 1 hit point instead." + ] + }, + { + "name": "Necrotic Pooling", + "entries": [ + "The residual has advantage on saving throws against turning if there are at least three residuals within 60 feet of each other. If a residual is turned and at least one other residual is within 60 feet, the turned residual can repeat their saving throw each round on their turn to end the effect early." + ] + }, + { + "name": "Multifarious", + "entries": [ + "Residuals come in a variety of different Tiny forms, each one comprising part of an entire body, such as a hand, a skull, the decaying skin. The upper torso of a corpse, however, is a Small creature with 7 ({@dice 2d6}) hit points, but all other stats remain the same as the smaller residuals. A residual's attack actions depend on their form." + ] + } + ], + "action": [ + { + "name": "Bite (Skull and Upper Torso Only)", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage." + ] + }, + { + "name": "Claw (Skull, Disembodied Claw, and Upper Torso Only)", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage. On a failed {@dc 10} Constitution saving throw, the target also takes 2 ({@damage 1d4}) necrotic damage." + ] + }, + { + "name": "Strangle (Flayed Skin Only)", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}The target must succeed on a {@dc 10} Strength saving throw or the flayed skin tightly wraps around the target, restraining them. A {@condition restrained} target is squeezed for 3 ({@damage 1d4 + 1}) bludgeoning damage each round. A {@condition restrained} target repeats the saving throw at the end of each of their turns, ending the effect on themself on a success." + ] + }, + { + "name": "Throttle (Upper Torso Only)", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one Medium or smaller target. {@h}The torso gets its rotting hands around the victim's throat and begins throttling. A victim being throttled isn't {@condition restrained}; they can drag the torso with them when they move, but their speed is reduced by 5 feet. A throttled victim is automatically bitten at the end of their turn if the residual also has a skull. A victim who succeeds on a {@dc 10} Strength check breaks the upper torso's grip, dropping the torso {@condition prone} in an empty space next to them." + ] + }, + { + "name": "Enervation Ray (Unsocketed Eye Only; Recharge 4-6)", + "entries": [ + "A creature within 30 feet that the unsocketed eye can see must make a {@dc 10} Constitution saving throw, taking 7 ({@damage 2d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "AB" + ], + "damageTags": [ + "B", + "N", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Residuals are undead, but only just. They are the animated partial or incomplete remains of bodies torn apart by an Abyssal assailant. Specifically, residuals appear as the tragic consequence of a successful demon attack on an innocent. The remaining skin, severed limb, upper torso, head, or even just a single loose eye, under the proper circumstances, regains animation born of the brutality of its previous owner's death.", + { + "type": "inset", + "entries": [ + "Where there's one residual, there's usually a dozen, some of them originally part of the same victim." + ] + }, + { + "type": "entry", + "name": "Self-Improving.", + "entries": [ + "If a residual successfully eliminates enough living prey, they can potentially stitch themself into a fully realized form." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Residual.webp" + } + } + ] + } + }, + { + "name": "Reymcubus", + "source": "PB5E", + "page": 119, + "size": [ + "L" + ], + "type": "fiend", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 187, + "formula": "22d10 + 66" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 11, + "con": 18, + "int": 17, + "wis": 13, + "cha": 12, + "save": { + "str": "+8", + "dex": "+8", + "wis": "+5" + }, + "skill": { + "deception": "+4", + "perception": "+5", + "stealth": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + "lightning", + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "radiant" + ], + "languages": [ + "Common", + "Abyssal", + "Infernal" + ], + "cr": "12", + "trait": [ + { + "name": "Magic Weapons", + "entries": [ + "The reymcubus's attacks are magical." + ] + }, + { + "name": "Shadowed Grave", + "entries": [ + "A creature that starts their turn within 30 feet of the reymcubus must make a successful {@dc 15} Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The reymcubus regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The reymcubus dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Step Into Shadow", + "entries": [ + "The reymcubus can use 10 feet of its movement to step magically from its position to any dim, shadowed, or dark area that is in view within 120 feet. The reymcubus has advantage on Dexterity saving throws while it is standing in shadows, including dim light and darkness." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The reymcubus makes two bite attacks or two Hellscream attacks, or one of each." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage plus 11 ({@damage 2d10}) necrotic damage. If two bite attacks hit a single creature in the same turn, they are {@condition grappled} (escape {@dc 16}). Grappled creatures are stuck to the reymcubus's body spikes. They automatically take damage at the end of each round they remain stuck. Up to two Medium creatures can be stuck at one time." + ] + }, + { + "name": "Hellscream", + "entries": [ + "A target creature within 120 feet that can hear the reymcubus takes 18 ({@damage 4d8}) thunder damage and is {@condition stunned} until the end of their next turn, or takes half damage and isn't {@condition stunned} with a successful {@dc 15} Wisdom saving throw." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The reymcubus magically polymorphs into a Small or Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + }, + { + "name": "Darkness {@recharge 5}", + "entries": [ + "Magical darkness spreads from a point within 120 feet of the reymcubus to fill a 15-foot-radius sphere for up to 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this darkness's area overlaps with an area of light created by a spell of 6th level or lower, the spell that created the light is dispelled." + ] + } + ], + "traitTags": [ + "Magic Weapons", + "Regeneration" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "AB", + "C", + "I" + ], + "damageTags": [ + "N", + "P", + "T" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The offspring of fiendish parents, or fiendish and mortal parents, is seldom wholesome. Cambions are one example. Reymcubi are another.", + { + "type": "inset", + "entries": [ + "Reymcubi can be encountered alone (often in a pleasing shape) or with other fiendish allies." + ] + }, + { + "type": "entry", + "name": "Fiendish Form, Often Disguised.", + "entries": [ + "Fiendish Form, Often Disguised. The reymcubus's true form is a gruesome, shadow-dripping fiend of spikes and way too many teeth. Despising themselves as much as they despise others, a reymcubus often uses magic to take on a pleasing form, possibly even one of exceptional attractiveness. However, its hunger often wins out over keeping itself disguised." + ] + }, + { + "type": "entry", + "name": "Pledged to Evil.", + "entries": [ + "Many reymcubi begin life already pledged to a demon or devil authority that expects terrible things of it. Such reymcubi are often only too happy to comply. But such service is tested if a reymcubus is ordered to work with a cambion. Reymcubi hate cambions more than all others." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Reymcubus.webp" + } + } + ] + } + }, + { + "name": "Roheen Conquerer", + "source": "PB5E", + "page": 120, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "roheen" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 171, + "formula": "18d8 + 90" + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 22, + "dex": 11, + "con": 22, + "int": 18, + "wis": 16, + "cha": 11, + "save": { + "dex": "+4", + "wis": "+7" + }, + "skill": { + "arcana": "+8", + "athletics": "+10", + "perception": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "lightning", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "poisoned" + ], + "languages": [ + "Roheen (may have a translation device that speaks most languages)" + ], + "cr": "11", + "trait": [ + { + "name": "Maneuverability", + "entries": [ + "The conqueror can use their bonus action to move their speed out of a foe's reach before taking a normal action (such as attacking with their lance)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The conqueror makes three attacks with its energy lance. It can use Battle Function with one of these attacks when it is available." + ] + }, + { + "name": "Energy Lance", + "entries": [ + "{@atk mw,rw} {@hit 10} to hit, reach 10 ft. (disadvantage within 5 ft.) or 120 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage and 13 ({@damage 2d12}) force damage." + ] + }, + { + "name": "Battle Function {@recharge 5}", + "entries": [ + "When the conqueror attacks a target with a melee or ranged attack, one of the following additional effects is triggered, regardless of whether the initial attack succeeds.", + { + "type": "list", + "items": [ + "Ranged Detonation: If using a ranged attack, the metallic slug that attacks the target then explodes. All creatures within 10 feet of the initial target must succeed on a {@dc 16} Dexterity saving throw or suffer 55 ({@damage 10d10}) piercing damage on a failed save, or half as much damage on a successful one.", + "Stasis Field: The target of a melee or ranged attack must succeed on a {@dc 16} Constitution saving throw or fall into a state of suspended animation. While in stasis, they are immune to damage and other effects. At the end of each of the victim's turns, they can attempt another saving throw to escape the effect. The conqueror can deploy only one stasis field at a time. If a new field is triggered, the previous one collapses." + ] + } + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "O", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These lone armored wanderers are out of time, lost amid the dimensions. Too few to find each other, Roheen conquerors satisfy themselves with seizing and subduing lands and strongholds for their own rule after they've given up all hope of finding a working Roheen craft or a way to cross the multiverse to their mysterious point of origin.", + { + "type": "inset", + "entries": [ + "Roheen conquerors are encountered alone if found in a stasis capsule. Some who have previously awakened have acquired {@creature commoner|MM|commoners} they've forced into service." + ] + }, + { + "type": "entry", + "name": "Voyagers From a Far Plane.", + "entries": [ + "A people known as the Roheen built mighty, city-sized flying ships that traveled into the void, to other Material Plane worlds. These ships subverted those unimaginable distances by generating temporary artificial dimensions for travel. Unfortunately, most of the ships foundered as they skimmed along those bubbles of warped reality, and were lost in the depths of time.", + "But every so often, a stasis capsule containing hard-to-understand treasures of the Roheen is discovered. And if the finder is particularly unlucky, it includes a waking, confused Roheen conqueror whose primary function was to subdue dangerous alien species they encountered in their travels." + ] + }, + { + "type": "entry", + "name": "Strangely Armed and Armored.", + "entries": [ + "Roheen conquerors are embedded in and permanently bonded to brightly colored metallic shells. They usually wield a strange lance-like weapon that emits rays of powerful energy, and they possess other artifacts of Roheen manufacture that can pepper an area with detonations, produce small pockets of stasis, and potentially have other effects. These implements normally cease to function if the life force of the Roheen using them is extinguished." + ] + }, + { + "type": "entry", + "name": "Sustained by Their Suits.", + "entries": [ + "Roheen conquerors don't age and don't require food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Roheen-Conquerer.webp" + } + } + ] + } + }, + { + "name": "Rust Hog", + "source": "PB5E", + "page": 121, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 71, + "formula": "11d8 + 22" + }, + "speed": { + "walk": 30, + "burrow": 10 + }, + "str": 14, + "dex": 17, + "con": 15, + "int": 4, + "wis": 16, + "cha": 10, + "skill": { + "perception": "+7" + }, + "senses": [ + "blindsight 30 ft." + ], + "passive": 13, + "cr": "2", + "trait": [ + { + "name": "Keen Senses", + "entries": [ + "The rust hog has advantage on Wisdom (Perception) checks that rely on smell." + ] + }, + { + "name": "Burrow", + "entries": [ + "Rust hogs can move through rock and softer materials, leaving a usable tunnel 5 feet in diameter." + ] + }, + { + "name": "Provoked Fury", + "entries": [ + "If provoked by taking damage from an attack directed against it, the rust hog squeals and gains advantage on its Strength and Constitution saves and checks, but attackers have advantage on their attack rolls. This effect lasts for up to 1 minute or until the creature that damaged the rust hog is defeated." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The rust hog makes two tusk attacks." + ] + }, + { + "name": "Tusk", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage." + ] + } + ], + "reaction": [ + { + "name": "Crush", + "entries": [ + "Adult rust hogs weigh well over a ton and can use their immense weight to their advantage. If a rust hog is {@condition grappled} by a Large or smaller creature, it rolls on top of the grappler and crushes them. The rust hog automatically escapes from the grapple, and the grappler takes 13 ({@damage 2d10 + 2}) bludgeoning damage." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Iron cubes in Acheron\u2014specifically, the layer of Thuldanin\u2014are hollowed with maze-like voids littered with broken weapons and larger tools of war from across the cosmos. Inside one of these cubes clogged with the hulls of lost warships, rusted cannons, and shattered sword blades, an enterprising warlock bred \"iron hogs\" from vermin already infesting the labyrinth of tunnels wending through the cube. Despite their metallic nature, rust hogs are alive and able to reproduce. And thanks to centuries of domestication, rust hogs are generally amenable to training, especially if it involves sniffing out runaways or other persons of interest.", + { + "type": "inset", + "entries": [ + "Acheron is difficult to reach. But rust hogs have lately been spotted wandering individually and in small packs across all the layers of Acheron, and even on other planes." + ] + }, + { + "type": "entry", + "name": "Some Pig.", + "entries": [ + "These metal monstrosities have thick, barrel-like bodies and resemble boars the size of ponies. Their snouts are finely tuned to sniffing out scents of prey, and their tusks deliver vicious wounds to the same. Often, these creatures are also trained to a particular task, and thus may be fitted with harnesses for pulling great weights or carrying packs and other cargo. Others are fitted with saddles and can be ridden like mounts by small individuals.", + "A rust hog's metallic sides are sometimes scarred and rusted from past incidents and fights, giving them a weathered, beaten look. Rust is a condition that afflicts those getting too old, or even young hogs that have been in especially serious fights." + ] + }, + { + "type": "entry", + "name": "Useful on Other Planes.", + "entries": [ + "Because they can be trained to nearly any task, rust hogs have been transferred to many locations, usually for a particular purpose. In Bytopia, for instance, a herd of rust hogs is responsible for sniffing up fungus-like delicacies that can otherwise rarely be found there. In Gehenna, packs of rust hogs are let loose to hunt down vermin of nearly equal strength and ability. Lone hogs sometimes find their way into the ownership of individuals, who put them to a particular use suited to their talents, though some humans treat them like pets." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Rust-Hog.webp" + } + } + ] + } + }, + { + "name": "Sangrelith Decapitae", + "source": "PB5E", + "page": 122, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 16 + ], + "hp": { + "average": 142, + "formula": "15d10 + 60" + }, + "speed": { + "walk": 5, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 12, + "con": 18, + "int": 10, + "wis": 15, + "cha": 18, + "save": { + "str": "+9", + "con": "+9", + "wis": "+7" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold", + "necrotic", + "psychic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "petrified" + ], + "languages": [ + "understands Abyssal but can't speak" + ], + "cr": "13", + "trait": [ + { + "name": "Death Throes", + "entries": [ + "When the sangrelith dies, all of the demonic blood within it bursts out. Each creature within 30 feet of it must make a {@dc 19} Dexterity saving throw, taking 17 ({@damage 5d6}) bludgeoning damage and 17 ({@damage 5d6}) necrotic damage on a failed save, or half as much damage on a successful one. Any creature that fails their Dexterity save must also succeed at a {@dc 18} Constitution save or be infected by Abyssal sightrot (described under Blood Spew)." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the sangrelith fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The sangrelith regains 20 hit points at the start of its turn. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. The sangrelith dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sangrelith makes two Blood Spew attacks." + ] + }, + { + "name": "Blood Spew", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage. The target and all creatures within 10 feet of the target (even if the sangrelith misses) must succeed at a {@dc 18} Constitution save against disease (Abyssal sightrot) or become {@condition poisoned} until the disease is cured. While diseased, the creature's eyes bleed, giving them a-1 penalty on attack rolls and ability checks that rely on sight. Every 24 hours that elapse, the target must repeat the saving throw. On a success, the disease is cured. On a failure, the target's hit point maximum is reduced by 11 ({@dice 2d10}) and the penalty increases by 1. When the penalty reaches-5, the creature is {@condition blinded} until their sight is restored by magic. The target dies if the disease reduces their hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured." + ] + } + ], + "traitTags": [ + "Death Burst", + "Legendary Resistances", + "Regeneration" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "AOE", + "HPR", + "RW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "This creature, also known as a bleeding colossus, looks like an enormous angelic stone head that constantly weeps blood from its eyes. It has been hollowed out and filled with the diseased blood of a thousand demons, animated with unholy power. It attacks by firing jets of corrupted blood out of its eyes.", + { + "type": "inset", + "entries": [ + "Only one sangrelith decapitae has been seen at a time, leading some planar sages to believe it is a singular creature." + ] + }, + { + "type": "entry", + "name": "Abyssal War Machine.", + "entries": [ + "A sangrelith decapitae is normally in the service of a demonic general or reporting directly to a demon lord. It is loyal only to its demonic commander. Although not especially effective as a siege engine, its ability to create disease and blind foes makes it useful for guarding something or covering a strategic retreat." + ] + }, + { + "type": "entry", + "name": "Silent Marauder.", + "entries": [ + "Although a sangrelith is reasonably intelligent, it never speaks or makes noise. In combat, its face contorts as if with anger or pain, revealing blood-encrusted teeth." + ] + }, + { + "type": "inset", + "entries": [ + "The pool of blood from a slain sangrelith remains infectious for several hours after its death; creatures spending time in the area must save every few minutes or become infected." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + "A sangrelith decapitae might be the head of a slain god or mighty angel, a piece of a gigantic statue stolen from Mount Celestia, or a primordial victim of the goddess of medusas." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Sangrelith-Decapitae.webp" + } + } + ] + } + }, + { + "name": "Shape of Water", + "source": "PB5E", + "page": 123, + "size": [ + "H" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 230, + "formula": "20d12 + 100" + }, + "speed": { + "walk": 50, + "swim": 90 + }, + "str": 28, + "dex": 14, + "con": 20, + "int": 16, + "wis": 18, + "cha": 8, + "save": { + "str": "+14", + "con": "+10", + "wis": "+9", + "cha": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "acid", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Aquan" + ], + "cr": "14", + "trait": [ + { + "name": "Water Form", + "entries": [ + "The shape of water can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The shape of water deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shape of water makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) bludgeoning damage." + ] + }, + { + "name": "Whelm {@recharge 4}", + "entries": [ + "Each creature in the shape of water's space must make a {@dc 17} Strength saving throw. On a failure, a target takes 30 ({@damage 6d6 + 9}) bludgeoning damage. If they are Huge or smaller, they are also {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless they can breathe water. If the saving throw is successful, the target is pushed out of the shape of water's space.", + "The shape of water can grapple one Huge creature, up to two Large creatures, or up to eight Medium or smaller creatures at one time with this ability.", + "At the start of each of the elemental's turns, each {@condition grappled} target takes 30 ({@damage 6d6 + 9}) bludgeoning damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a {@dc 17} Strength check." + ] + }, + { + "name": "Tsunami {@recharge 5}", + "entries": [ + "The shape of water channels a foam-crested wave of magical water in a 60-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) bludgeoning damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "legendary": [ + { + "name": "Slam", + "entries": [ + "The shape of water makes a slam attack." + ] + }, + { + "name": "Vortex (Costs 2 Actions)", + "entries": [ + "The shape of water swirls around like a vortex. Each creature within 20 feet of the elemental must succeed on a {@dc 17} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The shape of water can then move up to half its speed." + ] + } + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AQ" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "The storm-tossed Plane of Water holds many things, including catastrophes of elemental fury more dire than the elementals that are normally conjured and bound. From time to time, just such a shape of water finds its way to a Material Plane world, summoned by a risk-taking spellcaster or flooding in from a crack in the firmament.", + { + "type": "inset", + "entries": [ + "Shapes of water are usually encountered by themselves, or sometimes in the company of a spellcaster who has somehow managed to summon one." + ] + }, + { + "type": "entry", + "name": "Elemental Nature.", + "entries": [ + "A shape of water doesn't require air, food, drink, or sleep." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Shape-of-Water.webp" + } + } + ] + } + }, + { + "name": "Shechnyku", + "source": "PB5E", + "page": 124, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 152, + "formula": "16d10 + 64" + }, + "speed": { + "walk": 5, + "fly": 40 + }, + "str": 16, + "dex": 12, + "con": 18, + "int": 12, + "wis": 12, + "cha": 20, + "save": { + "con": "+9", + "wis": "+6", + "cha": "+10" + }, + "skill": { + "perception": "+6", + "performance": "+10" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 16, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "thunder" + ], + "conditionImmune": [ + "blinded", + "deafened", + "exhaustion", + "grappled", + "restrained" + ], + "languages": [ + "all" + ], + "cr": "13", + "trait": [ + { + "name": "Critical Immunity", + "entries": [ + "Due to its confusing and redundant organs, any critical hit against a shechnyku becomes a normal hit." + ] + }, + { + "name": "Thunder Absorption", + "entries": [ + "Whenever the shechnyku is subjected to thunder damage, it takes no damage and instead regains a number of hit points equal to the thunder damage dealt." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "The shechnyku casts one of the following bard spells, using Charisma as the spellcasting ability (save {@dc 18}, {@hit 8} to hit with spell attacks):", + { + "type": "list", + "items": [ + "At will: dissonant whispers ({@dice 5d6}), healing word ({@dice 4d4 + 8}), thunderwave ({@dice 4d8})", + "3/day each: confusion, hold monster (two creatures)", + "1/day each: mass suggestion, power word stun" + ] + } + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shechnyku makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage and 7 ({@damage 2d6}) thunder damage." + ] + }, + { + "name": "Break the Silence (Recharge after a Short or Long Rest)", + "entries": [ + "As a bonus action, a shechnyku can dispel any magical silence within 100 feet as if using {@spell dispel magic} (5th-level spell slot)." + ] + } + ], + "reaction": [ + { + "name": "Split", + "entries": [ + "When a shechnyku that is Medium or larger is subjected to force or slashing damage, it splits into two new shechnykus if it has at least 10 hit points. Each new shechnyku has hit points equal to half the original creature, rounded down. New shechnykus are one size smaller than the original. The new shechnykus can join together again as an action or bonus action, forming a single creature that has the combined hit points of the two smaller ones and that is one size larger than the separate ones. If either shechnyku had a harmful condition or effect, there is a 50% chance that the combined shechnyku loses that condition or effect and cannot be affected by it again for {@dice 1d6} rounds." + ] + } + ], + "traitTags": [ + "Damage Absorption" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "XX" + ], + "damageTags": [ + "B", + "T" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A shechnyku is a bizarre creature that looks like a levitating cluster of internal organs. Although many of these organs are familiar and common to humanoids (heart, lung, liver), others are completely inhuman (glowing spots of deep sea fish, insect ovipositors, venom glands), and others are duplicates (extra hearts, brains, or stomachs). Most of these organs are unconnected from each other, tumbling about randomly. As the cluster floats, it sings, filling the air with strange and haunting melodies.", + { + "type": "inset", + "entries": [ + "A lone shechnyku is sometimes drawn to the sounds of music." + ] + }, + { + "type": "entry", + "name": "Enigmatic Singer.", + "entries": [ + "A shechnyku hails from a strange, remote dimension of darkness, noise, and terrain made of living flesh. Although it can speak and understand any language, its motives and thoughts are inscrutable to most creatures. Its \"conversations\" are usually just strings of words, syllables, and sounds with no apparent intent or meaning, and it may repeat itself or mimic the voices and words of those trying to talk to it. An encounter with it might include a dialogue, sudden violence, and then a retreat." + ] + }, + { + "type": "entry", + "name": "Harmonizing.", + "entries": [ + "A singer or musician who uses these skills tends to provoke a friendly response in the shechnyku, with it making similar and complementary noises and perhaps even using its magic in a helpful way, such as healing the character or defending them for a short while. The shechnyku inevitably loses interest with these interactions but usually leaves peacefully." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Shechnyku.webp" + } + } + ] + } + }, + { + "name": "Shoe Thief", + "source": "PB5E", + "page": 125, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 55, + "formula": "10d4 + 30" + }, + "speed": { + "walk": 20 + }, + "str": 6, + "dex": 16, + "con": 16, + "int": 9, + "wis": 13, + "cha": 7, + "skill": { + "perception": "+3", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Sylvan", + "Common" + ], + "cr": "2", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The shoe thief regains 3 hit points at the start of its turn while its hit points are above 0. If the creature takes damage from a silvered or cold iron weapon, this trait doesn't function at the start of the shoe thief's next turn." + ] + }, + { + "name": "Dark Sight", + "entries": [ + "Magical darkness doesn't impede the shoe thief's darkvision." + ] + }, + { + "name": "Sneaky Thief", + "entries": [ + "The shoe thief has advantage on Stealth checks made to hide." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The shoe thief has advantage on an attack roll against a creature if at least one of the thief's allies is within 5 feet and isn't {@condition incapacitated}." + ] + }, + { + "name": "Amorphous", + "entries": [ + "The shoe thief can move through a space as narrow as 1 inch wide without squeezing." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shoe thief makes two sting attacks." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must make a successful {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour." + ] + }, + { + "name": "Darkness (Recharge after a Long Rest)", + "entries": [ + "Magical darkness spreads from a point within 60 feet of the shoe thief to fill a 15-foot-radius sphere for up to 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this darkness's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." + ] + } + ], + "traitTags": [ + "Amorphous", + "Pack Tactics", + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Shoe thieves resemble animate accumulations of lint, dust balls, matted hair, and teeth that work their way from the Feywild into various worlds of the Material Plane.", + { + "type": "inset", + "entries": [ + "Shoe thieves begin an infestation of a home singly, but two to five may eventually gather." + ] + }, + { + "type": "entry", + "name": "Missing Clothing May Mean More.", + "entries": [ + "No matter which world of the Material Plane someone lives on, at some point they'll ponder the mystery of waking up and finding only one of two shoes. If they're lucky, the other shoe was kicked under the bed. If they're unlucky, a shoe thief has infested their home." + ] + }, + { + "type": "entry", + "name": "Taker of Small Things, at First.", + "entries": [ + "Those whose homes are infested may suspect that something is awry if other things begin to go missing, too. Small things at first, such as single socks, quills, and favorite tankards. But single shoe thieves may become many. That's when larger stuff begins to go missing, such as books, small piles of coins, or magical items. From there, the creatures grow even bolder and may attempt to steal away pets and children, as well as those who come hunting for them." + ] + }, + { + "type": "entry", + "name": "Lairs in Cubbies and Stolen Shoes.", + "entries": [ + "Shoe thief infestations can be traced back to dark cubbies or pilfered boots in a basement or nearby shack, littered with what they've stolen. Amidst the trash, lone boots, lost keys, books, bones, and dirt, more valuable items can be found, including coins, equipment, and even small magic items.", + "Particularly well-established lairs lead by crooked basement paths to the Feywild, where things even more dangerous than shoe thieves stalk." + ] + }, + { + "type": "entry", + "name": "Petulant Thieves", + "entries": [ + "Shoe thieves have the wit and language skills of five-year-old children. Evil and greedy five-year-olds, granted, but they can be tricked with an offer of sweets or other rewards that children are drawn to." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Shoe-Thief.webp" + } + } + ] + } + }, + { + "name": "Shrouded Soldier", + "source": "PB5E", + "page": 126, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 20, + "from": [ + "{@item plate armor|PHB|plate}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d8 + 24" + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 18, + "dex": 13, + "con": 16, + "int": 12, + "wis": 14, + "cha": 15, + "skill": { + "perception": "+6" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true + } + ], + "immune": [ + "force", + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "typically Common and one other language" + ], + "cr": "6", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The shrouded soldier has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spell Immunity", + "entries": [ + "The shrouded soldier is immune to three spells chosen by their creator. Typical immunities include fireball, eldritch blast, and lightning bolt." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shrouded soldier has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Turning Protection", + "entries": [ + "The shrouded soldier's invested undead wraith is immune to turn undead effects while the armor remains animated. If the wraith is expelled (usually because the armor is destroyed), the separated creature no longer enjoys this protection." + ] + }, + { + "name": "Wraith Burst", + "entries": [ + "The shrouded soldier violently expels their undead occupant when they drop to 0 hit points. Each creature within 20 feet of them must succeed on a {@dc 14} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage. A {@creature wraith} appears in the destroyed shrouded soldier's space. The wraith acts on the shrouded soldier's initiative and retains the shrouded soldier's original goal or purpose. If any specters served the soldier, they now serve the wraith." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shrouded soldier makes two Life-Draining Longsword attacks." + ] + }, + { + "name": "Life-Draining Longsword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or their hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces their hit point maximum to 0." + ] + }, + { + "name": "Create Specter", + "entries": [ + "The shrouded soldier targets a humanoid within 10 feet that died violently and has been dead for no longer than 1 minute. The target's spirit rises as a {@creature specter} in the space of their corpse or in the nearest unoccupied space. The specter is under the shrouded soldier's control. The shrouded soldier can have no more than seven specters under their control at one time." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Spell Immunity", + "Sunlight Sensitivity" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "X" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "AOE", + "HPR", + "MLW", + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A shrouded soldier (short for \"wraith-shrouded solider\") is a suit of magically animated armor further enhanced due to the undead wraith that haunts them.", + { + "type": "inset", + "entries": [ + "Shrouded soldiers are usually encountered as part of the personal security of a necromancer, wizard, or other ambitious being who has pledged themselves to power no matter what." + ] + }, + { + "type": "entry", + "name": "Gift of the Lower Planes.", + "entries": [ + "A shrouded soldier is a union of undeath and animation that is beyond most mortal magics. Thus, they are quite rare. However, those who pledge themselves to demon lords or undead kings of the Lower Planes may receive a special gift by planar courier: a shrouded soldier. This gift usually follows their new owner's instructions precisely. Unbeknownst to their owner, they might also allow their fiendish maker to spy on what the soldier's new owner is up to." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Shrouded-Soldier.webp" + } + } + ] + } + }, + { + "name": "Smothering Tulum", + "source": "PB5E", + "page": 127, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d10 + 28" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 17, + "dex": 12, + "con": 15, + "int": 8, + "wis": 18, + "cha": 13, + "save": { + "str": "+6", + "con": "+5" + }, + "skill": { + "deception": "+4", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 14, + "resist": [ + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "6", + "trait": [ + { + "name": "Mud Miasma", + "entries": [ + "Mud constantly condenses in the smothering tulum's presence. Small nonmagical flames are extinguished, water turns muddy, and a smear of mud and dirt covers formerly clean surfaces. Creatures that breathe within 15 feet of it must succeed on a {@dc 15} Constitution saving throw or cough and gag. Coughing and gagging creatures are {@condition incapacitated} until they succeed on a save at the beginning of their turn to end the effect. Those who successfully save are immune to the effect for 24 hours. Those who fail the save or don't have the mud removed magically (such as with a {@spell lesser restoration} spell) eventually begin to suffocate after they can no longer hold their breath." + ] + }, + { + "name": "Mud Walk", + "entries": [ + "The smothering tulum can move across mud and water surfaces as if on solid ground." + ] + }, + { + "name": "Mud Camouflage", + "entries": [ + "In mud environments, the smothering tulum is hard to make out, gaining advantage on its Stealth checks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The smothering tulum makes two tentacle attacks." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) bludgeoning damage." + ] + }, + { + "name": "Field of Mud (Recharge after a Short or Long Rest)", + "entries": [ + "The ground in a 20-foot square starting from a point the tulum can sense within 60 feet magically becomes a field of mud, rendering it difficult terrain. A creature in the area when the mud appears must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the sucking mud for up to 1 minute. A {@condition restrained} creature can use their action to make a {@dc 13} Strength check to free themself. The mud lasts until it dries normally." + ] + }, + { + "name": "Mud in Your Eye {@recharge 5}", + "entries": [ + "Mud begins to condense in the eyes of all creatures within 30 feet, blinding those who fail a {@dc 15} Constitution saving throw for 1 hour, or until a creature uses their action to make a {@dc 15} Dexterity check to carefully wipe their eyes clear." + ] + }, + { + "name": "Mud Storm (1/Day)", + "entries": [ + "A rain of smothering mud covers everything in a 20-foot-radius, 40-foot-high cylinder centered on a point within 60 feet. Each creature in the cylinder must make a {@dc 15} Dexterity saving throw. Those who fail take 9 ({@damage 2d8}) bludgeoning damage and begin to cough and gag as if affected by Mud Miasma (even if they've already become immune to the passive aura). Those who succeed take half as much damage and suffer no Mud Miasma effect.", + "The mud in the storm's affected area of ground becomes a field of mud, even if Field of Mud is not recharged." + ] + } + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "This mud-colored creature has five long, slender, whiplike tentacles, each of which can reach lengths of 8 feet or more, which it uses either to walk on solid or muddy surfaces, or to burrow beneath the ground.", + { + "type": "inset", + "entries": [ + "Smothering tulums tend to haunt half-dried lakes, flood zones, and other places where one disaster has already endangered\u2014or at least inconvenienced\u2014local creatures." + ] + }, + { + "type": "entry", + "name": "Suffocating Curse Given Shape.", + "entries": [ + "Though they somewhat resemble terrestrial creatures, smothering tulums are elementals of the Plane of Earth cursed by evil magic of unknown origin to seek out and suffocate living creatures of Material Plane worlds. To this end, they sometimes burrow through the fabric of reality between the Plane of Earth and Material Plane worlds wherever enough mud accumulates." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Smothering-Tulum.webp" + } + } + ] + } + }, + { + "name": "Solfatar", + "source": "PB5E", + "page": 128, + "size": [ + "S" + ], + "type": { + "type": "fiend", + "tags": [ + "yugoloth" + ] + }, + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 14 + ], + "hp": { + "average": 90, + "formula": "20d6 + 20" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 15, + "dex": 19, + "con": 12, + "int": 13, + "wis": 12, + "cha": 11, + "save": { + "dex": "+6" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "acid", + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Infernal", + "telepathy 60 ft." + ], + "cr": "4", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The solfatar makes two claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If both claw attacks hit the same target, the target is {@condition grappled} (escape {@dc 12}) and the solfatar immediately uses Suffocate against them as a bonus action." + ] + }, + { + "name": "Suffocate", + "entries": [ + "If the solfatar grapples an opponent, volcanic gases seep into the target's lungs. The target must make a successful {@dc 14} Strength saving throw or begin to suffocate. They can survive for a number of rounds equal to their Constitution modifier (minimum of 1 round) until they drop to 0 hit points and are suffocating. Suffocation ends if the grapple is broken or the solfatar is killed." + ] + }, + { + "name": "Lava Bomb (Recharge after a Short or Long Rest)", + "entries": [ + "If the solfatar flies at least 30 feet straight toward a target and then hits them with a claw attack on the same turn, the target takes an extra 21 ({@damage 6d6}) fire damage." + ] + } + ], + "reaction": [ + { + "name": "Scent of Gehenna", + "entries": [ + "If a creature within 30 feet of the solfatar casts a spell with a beneficial effect on an ally, including a spell that restores hit points or removes a condition, the caster must first make a {@dc 10} Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted." + ] + } + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "I", + "TP" + ], + "damageTags": [ + "F", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "charisma", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Fiendish apparitions born in the cursed volcanic smoke and ash of Gehenna, yugoloth solfatars can be flung into other dimensions via periodic eruptions by one of the mighty peaks dominating the plane.", + { + "type": "inset", + "entries": [ + "Solfatars are usually encountered in groups of two or three, raining down from on high as blobs of molten rock." + ] + }, + { + "type": "entry", + "name": "Lava Bomb.", + "entries": [ + "Explosively expelled from its native dimension as a mass of molten rock, a solfatar is a force for destruction from the very moment of its creation. From the detonation and impact of one's arrival, a fiendish creature of ash and volcanic smoke materializes. In areas of mist and fog, a solfatar can blend in completely, becoming nearly invisible until it seems to materialize and strike. However, those with keen senses may smell a faint hint of sulfur in the air right before the yugoloth attacks." + ] + }, + { + "type": "entry", + "name": "Smoke Suffocation.", + "entries": [ + "Solfatars delight in snuffing the life from other creatures by cutting off their access to breathable air. Always smoking like animate fumaroles, a solfatar can increase the volume of particles it produces, attempting to completely coat the lungs of its foes." + ] + }, + { + "type": "entry", + "name": "Sought by Smiths.", + "entries": [ + "Particularly adroit smiths, keen to forge a magic weapon that may one day feature in the tales told by bards across the planes, have on at least a few occasions offered bounties for the capture of a live solfatar, in hopes of binding it to their smelter." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Solfatar.webp" + } + } + ] + } + }, + { + "name": "Sorgonian", + "source": "PB5E", + "page": 129, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 210, + "formula": "18d12 + 90" + }, + "speed": { + "walk": 40, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 24, + "dex": 13, + "con": 21, + "int": 6, + "wis": 10, + "cha": 8, + "save": { + "str": "+11", + "con": "+9" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 14, + "resist": [ + "cold", + "psychic" + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "cr": "12", + "trait": [ + { + "name": "Fear Aura", + "entries": [ + "Any creature hostile to the sorgonian that starts their turn within 30 feet of the serpent must make a {@dc 18} Wisdom saving throw, unless the sorgonian is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of their next turn. If the saving throw is successful, the creature is immune to the sorgonian's Fear Aura for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sorgonian makes two bite attacks or one bite and one swallow attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, they are {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the sorgonian can't bite another target." + ] + }, + { + "name": "Swallow", + "entries": [ + "The sorgonian makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, and they have half cover against attacks and other effects outside the sorgonian. At the end of the sorgonian's turn, the swallowed creature takes 21 ({@damage 6d6}) necrotic damage. If this damage kills the creature, the sorgonian's Create Undead Snakes ability immediately recharges; otherwise, the surviving creature is expelled from the serpent's body." + ] + }, + { + "name": "Create Undead Snakes {@recharge}", + "entries": [ + "As a bonus action, the sorgonian expels some of its smaller bones, which land up to 30 feet away and turn into {@dice 1d6} undead snakes. These snakes act independently if the sorgonian is slain or moves more than 100 feet from them." + ] + } + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "frightened", + "incapacitated", + "restrained" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A sorgonian is a massive undead snake that drains the life force of prey and spawns smaller undead snakes. Although it doesn't need to hunt, it enjoys the sensation of consuming life, and slowly winds its way across the planes in search of large prey.", + { + "type": "inset", + "entries": [ + "Usually a sorgonian wanders alone (or perhaps followed by an entourage of spawned snake skeletons), but it's possible to find several of them guarding the lair of someone who knows the secret to creating these creatures." + ] + }, + { + "type": "entry", + "name": "Primordial Serpent.", + "entries": [ + "The first sorgonian was a monstrous and beautiful serpent of the Beastlands from ages past that was captured by a demon lord of undeath, transformed into a skeletal creature, and turned loose on the demon's enemies. Necromancers, dark gods, and similar beings of vile temperament have recreated the process to create sorgonians." + ] + }, + { + "type": "entry", + "name": "Undead Nature.", + "entries": [ + "A sorgonian doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "The skeletal snakes created by the sorgonian have either {@creature giant constrictor snake} or {@creature swarm of poisonous snakes} stats, with the undead type, vulnerability to bludgeoning damage, immunity to {@condition exhaustion} and {@condition poisoned|PHB|poison}, and {@sense darkvision} 60 ft." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Sorgonian.webp" + } + } + ] + } + }, + { + "name": "Spell Incarnate", + "source": "PB5E", + "page": 130, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d10 + 42" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 19, + "dex": 14, + "con": 17, + "int": 12, + "wis": 11, + "cha": 15, + "save": { + "dex": "+5", + "con": "+6", + "wis": "+3", + "cha": "+5" + }, + "skill": { + "arcana": "+7", + "perception": "+6", + "stealth": "+5" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 16, + "immune": [ + { + "special": "damage inflicted directly by spells (see spell absorption)" + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common or one other language" + ], + "cr": "7", + "trait": [ + { + "name": "Spell Absorption", + "entries": [ + "Whenever the spell incarnate is subjected to damage inflicted directly by a spell, it takes no damage and instead regains a number of hit points equal to the damage dealt." + ] + }, + { + "name": "Final Spell", + "entries": [ + "When a spell incarnate is destroyed (or when it uses Unleash Spell), it releases its stored spell. Each creature caught within 30 feet of it that fails a {@dc 14} Dexterity saving throw is subject to the spell's effect, even if the stored spell normally affects only a single target or normally requires a different ability score save. The final spell is usually of 2nd to 7th level, but it could be any spell. The GM determines any additional parameters required if the spell is not straightforward in effect. After releasing its final spell, there is a 50% chance that the spell incarnate reforms in {@dice 1d6} days in the space where it lost cohesion or in the nearest open space." + ] + }, + { + "name": "Inhabit Slot", + "entries": [ + "If a willing spellcaster uses their action coordinated with the spell incarnate's action, the spell incarnate can enter the spellcaster and reside in one open spell slot whose level is equal to or higher than the level of the spell the spell incarnate was formed from. The spell slot cannot be used for anything other than casting the spell incarnate back into existence; it appears in the nearest open space next to the spellcaster." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The spell incarnate is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The spell incarnate has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The spell incarnate's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spell incarnate makes three Spell Shards attacks." + ] + }, + { + "name": "Spell Shards", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) force damage." + ] + }, + { + "name": "Shard Pulse {@recharge 5}", + "entries": [ + "The spell incarnate attacks every creature within 10 feet with a whirlwind of spell shards. Each creature in the area that fails a {@dc 14} Dexterity saving throw takes 36 ({@damage 8d8}) force damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Unleash Spell", + "entries": [ + "The spell incarnate casts the spell at the core of its being, triggering its Final Spell ability." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "X" + ], + "damageTags": [ + "O" + ], + "miscTags": [ + "RW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An errant spell that fails to find its target, a shattered magic item that releases its stored energy, or even the decree of a powerful entity whose words stir base material to animation can create a spell incarnate. Imprinting slightly on the nearest intelligent mind as they form, a spell incarnate often appears as a shadowy silhouette of a vague humanoid shape, a shape constantly discharging jagged bolts of violet and sapphire power into its environment.", + "A spell incarnate usually contains the seed of a specific powerful spell at its core, such as {@spell lightning bolt}, {@spell plane shift}, or {@spell greater restoration}. A spell incarnate might decide to cast this stored magic, but if it does, it loses cohesion, apparently gone. Many manage to reform a few days later, but some are gone for good.", + { + "type": "inset", + "entries": [ + "Spell incarnates wander widely, trying to remember their purpose or find the target of the magic that gave birth to them." + ] + }, + { + "type": "entry", + "name": "Intelligent but Unpredictable.", + "entries": [ + "A spell incarnate is not automatically hostile to creatures of living flesh it discovers. Each one has its own personality. However, all enjoy feeding on other magical energy. Some may attack spellcasters, hoping to consume the spells uncast. Others may be content to allow a mage to cast the spell and drain the resultant magic as it comes into effect. They gain less benefit from the latter arrangement, but also leave less ill will along their path." + ] + }, + { + "type": "entry", + "name": "Half-Forgotten Goals.", + "entries": [ + "If a spell incarnate was formed from miscast magic, the resultant entity may be on the lookout for the target of its origin spell in order to bring its purpose to fruition. Alternatively, if the nucleus of the being was copied from the mind of a living creature as it formed, a spell incarnate may have one or more of the goals of that creature, though they are likely confused and half formed, thanks to a lack of fidelity during the initial imprinting." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Spell-Incarnate.webp" + } + } + ] + } + }, + { + "name": "Stormwing", + "source": "PB5E", + "page": 131, + "size": [ + "G" + ], + "type": "celestial", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 227, + "formula": "13d20 + 91" + }, + "speed": { + "walk": 30, + "fly": 80 + }, + "str": 30, + "dex": 17, + "con": 25, + "int": 10, + "wis": 18, + "cha": 23, + "save": { + "con": "+12", + "wis": "+9", + "cha": "+11" + }, + "skill": { + "arcana": "+5", + "perception": "+9", + "religion": "+5" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 19, + "resist": [ + "acid", + "cold", + "fire", + "psychic" + ], + "immune": [ + "lightning" + ], + "languages": [ + "Common", + "Celestial", + "Giant" + ], + "cr": "15", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The stormwing has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The stormwing's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The stormwing makes two wing slam attacks." + ] + }, + { + "name": "Wing Slam", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}36 ({@damage 4d12 + 10}) bludgeoning damage. If both wing slams hit the same target, the target takes an additional 44 ({@damage 8d10}) lightning damage on a failed {@dc 19} Constitution saving throw, or half as much on a successful save." + ] + }, + { + "name": "Lightning Breath {@recharge 5}", + "entries": [ + "The stormwing exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 44 ({@damage 8d10}) lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Cloud Bridge (Recharge after a Short or Long Rest)", + "entries": [ + "The stormwing teleports between clouds up to 1 mile." + ] + }, + { + "name": "Weather Control (Recharge after a Short or Long Rest)", + "entries": [ + "The stormwing takes control of local conditions as if they had cast the {@spell control weather} spell." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The stormwing makes a Wisdom (Perception) check." + ] + }, + { + "name": "Wing Attack", + "entries": [ + "The stormwing makes a wing slam attack." + ] + }, + { + "name": "Two Wing Attacks (Costs 2 Actions)", + "entries": [ + "The stormwing attacks the same creature with both wings." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "GI" + ], + "damageTags": [ + "B", + "L" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Stormwings boast wingspans of 70 feet or wider. Patterns like lightning and boiling thunderheads flit across those wings as this mothlike creature flies high above, searching for worthy prey, and keeping an eye out for divine hunters who'd prefer nothing more than mounting a stormwing trophy in their great halls.", + { + "type": "entry", + "name": "Storm Home.", + "entries": [ + "Spell incarnates wander widely, trying to remember their purpose or find the target of the magic that gave birth to them." + ] + }, + { + "type": "entry", + "name": "Fiend Slayer.", + "entries": [ + "Stormwings will hunt any creature that tries to harm them first. But regardless of any other consideration, if a stormwing senses a devil, demon, evil undead, or aberration, it swoops down from the skies to attack the interloper with passion and wing-snapping fury." + ] + }, + { + "type": "entry", + "name": "Worshiped as Storm Spirits.", + "entries": [ + "On more than one occasion, stormwings that followed the call of a mighty storm into a Material Plane world came to the attention of humanoid natives there. Thinking they were witnessing a divine intervention, come to either punish or save them, the natives threw themselves down in supplication. Stormwings are many things, but immune to flattery is not one. Which is why they sometimes accept obeisance as their due in various planes of existence. But they also act as a protector of those who offer them thanks and praise." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Stormwing.webp" + } + } + ] + } + }, + { + "name": "Stygian Sleepfish", + "source": "PB5E", + "page": 132, + "size": [ + "H" + ], + "type": "fiend", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d12 + 48" + }, + "speed": { + "walk": 10, + "swim": 50 + }, + "str": 23, + "dex": 11, + "con": 19, + "int": 2, + "wis": 10, + "cha": 7, + "save": { + "con": "+7" + }, + "skill": { + "perception": "+3", + "stealth": "+3" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "resist": [ + "cold", + "fire", + { + "resist": [ + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "poisoned", + "prone (while swimming)" + ], + "cr": "5", + "trait": [ + { + "name": "Limited Amphibiousness", + "entries": [ + "The sleepfish can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating." + ] + }, + { + "name": "Sleep Tendrils", + "entries": [ + "The sleepfish has four tendrils. Each can be attacked (AC 15, 10 hit points, immunity to poison and psychic damage). A tendril can be broken if a creature takes an action and succeeds on a {@dc 13} Strength check against it. Destroying a tendril deals no damage to the sleepfish; destroyed tendrils regenerate over several days." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sleepfish makes one bite attack and four tendril attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 20 ft., one creature. {@h}The target must succeed at a {@dc 13} Wisdom saving throw or fall asleep and remain {@condition unconscious} for one minute. The target awakens if they take damage or another creature takes an action to wake them." + ] + }, + { + "name": "Trampling Charge", + "entries": [ + "If the sleepfish moves at least 20 feet straight toward a creature (or at least 10 feet while on land) and then hits them with a bite attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the sleepfish can make one poison spurs attack against them as a bonus action." + ] + }, + { + "name": "Poison Spurs", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) poison damage." + ] + } + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "unconscious" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Stygian sleepfish are large aquatic predators of the River Styx. Because they can safely swim in the Styx, they hunt various kinds of fiends and have been known to attack those who cross the river in boats. Stygian sleepfish grow to be 30 feet long as adults, and larger specimens suggest that they continue to grow (at a slower pace) for as long as they live. They are sometimes used as mounts by especially vicious aquatic fiends, but this usually requires severing their tendrils on a regular basis so they don't strike their rider.", + { + "type": "entry", + "name": "Storm Home.", + "entries": [ + "Sleepfish lurk in the depths of the Styx and its tributaries, and therefore can be found on any plane the river touches. They use their mouth-tendrils to knock prey unconscious, then bite their sleeping foes to death. Their strong front fins allow them to emerge from the water and crawl if necessary, such as to cross a beach or sandbar or get around an obstacle." + ] + }, + { + "type": "inset", + "entries": [ + "Immature Stygian sleepfish have {@creature reef shark} or {@creature hunter shark} stats, with the fiend type, the adult form's resistances and immunities, and only two functional tentacles instead of four (DC 11). These smaller ones sometimes follow an adult as it hunts, picking off smaller strays or chunks of larger prey.", + "Because they consume demons, devils, and other fiends, sleepfish are generally inedible to humanoids." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Stygian-Sleepfish.webp" + } + } + ] + } + }, + { + "name": "Styx Jack", + "source": "PB5E", + "page": 133, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d8 + 40" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 14, + "dex": 20, + "con": 18, + "int": 12, + "wis": 12, + "cha": 15, + "skill": { + "deception": "+5", + "perception": "+4", + "persuasion": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Abyssal", + "Infernal" + ], + "cr": "5", + "trait": [ + { + "name": "River Adapted", + "entries": [ + "The Styx jack is immune to the River Styx's mind-altering effects." + ] + }, + { + "name": "Ferry Captain", + "entries": [ + "A Styx jack captains a magic ferry (AC 20, 200 hit points). The jack has advantage on attack rolls made on any creature aboard its ferry, and those creatures have disadvantage on attack rolls made on the jack. Weapon attacks it makes aboard its ferry are magic weapon attacks. The Styx jack can't be pushed or knocked out of its ferry." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The Styx jack has advantage on saving throws against turning. If turned, the Styx jack can repeat its saving throw each round on its turn to end the effect early." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Styx jack makes two scull attacks." + ] + }, + { + "name": "Scull", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d4 + 5}) slashing damage, and the creature must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} by pain until the end of their next turn." + ] + }, + { + "name": "Careen {@recharge 5}", + "entries": [ + "The Styx jack causes the ferry to list so far to one side that it seems as if the craft will capsize. Every other creature on board must succeed on a {@dc 13} Dexterity saving throw or fall into the River Styx. If a creature doesn't lose their mind from the water's touch, getting back into the boat requires a successful {@dc 13} Athletics check, assuming the Styx jack doesn't row away." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Ferries of ill repute ply the greasy fingers of the River Styx across the Lower Planes and into many worlds of the Material Plane. These riverboats can be guided by a menagerie of different fiends, though the most common pilot is a dead soul whose crimes in life left them halfway between salvation and eternal torment.", + { + "type": "inset", + "entries": [ + "A Styx jack can be encountered on any plane through which the River Styx runs, either alone or with one or more passengers in its craft, a small ferry capable of holding up to ten passengers." + ] + }, + { + "type": "entry", + "name": "Undead Ferry Operators.", + "entries": [ + "In life, Styx jacks may have been riverboat pilots, crew on a sailing craft, or captains of their own seafaring ship. However, previous marine experience is not a prerequisite for those who find themselves newly animated and with few options other than taking command of an enchanted ferry that can be captained only by creatures with exactly the right balance of good and evil." + ] + }, + { + "type": "entry", + "name": "Payment Due in Full.", + "entries": [ + "A Styx jack demands the payment of two silver coins. Those foolish enough to pay before the Styx jack provides passage to the agreed-upon location may find themselves turned out prematurely in a location not of their choosing, or simply dumped overboard. Otherwise, a trip can take several days of quiet, menacing sculling by the Styx jack." + ] + }, + { + "type": "entry", + "name": "Soul Debt.", + "entries": [ + "However the Styx jack originally earned its burden of guilt, the debt can one day be paid off if sufficient silver is saved up and delivered to a powerful duke of Hell or similar being in another of the Nine Hells or in Acheron, Gehenna, Hades, Carceri, the Abyss, or Pandemonium. If the payoff is accepted, the Styx jack is relieved of their craft and moved on to some other form of existence. This varies widely but usually involves resurrecting the jack as a living creature once more, albeit some kind of fiend." + ] + }, + { + "type": "entry", + "name": "Undead Nature.", + "entries": [ + "A Styx jack doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "entries": [ + "The Styx jack is sometimes associated with the {@creature tomb of winter|PB5E|Tomb of Winter} (page 137)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Styx-Jack.webp" + } + } + ] + } + }, + { + "name": "Surk", + "source": "PB5E", + "page": 134, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "7d6 + 21" + }, + "speed": { + "walk": 30 + }, + "str": 7, + "dex": 15, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10, + "skill": { + "arcana": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "lightning" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Surk" + ], + "cr": "1", + "trait": [ + { + "name": "Illumination", + "entries": [ + "As a bonus action, the surk can cause their crystal and glass constituent parts to light up. When they do, they shed bright light in a 10-foot radius and dim light for an additional 10 feet." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The surk makes two Lightning Touch attacks." + ] + }, + { + "name": "Lightning Touch", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) lightning damage. If the target is a creature or a flammable object, they ignite. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the end of each of their turns. One action is sufficient to douse multiple instances of fire on a single creature." + ] + }, + { + "name": "Lightning Coil {@recharge 5}", + "entries": [ + "The surk emits a burst of crackling, snapping lightning. Each creature within 10 feet must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) lightning damage on a failed save, or half as much damage on a successful one. Flammable objects in that area that aren't being worn or carried are ignited." + ] + } + ], + "traitTags": [ + "Illumination" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "F", + "L" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A construct of metal, glass, and wire, a surk somewhat resembles a short, slender humanoid composed of forged materials. Crystal elements glow with bottled lightning, which sometimes discharges in spidery snaps of eye-burning light. However, living flesh also seems to be part of their makeup, fused into the mechanical parts.", + { + "type": "inset", + "entries": [ + "Surk are usually encountered in groups of three to ten, often tending strange devices." + ] + }, + { + "type": "entry", + "name": "Created Eons Earlier.", + "entries": [ + "Surk are intelligent constructs originally created by a long-vanished species of a distant Material Plane world whose special form of magic was known as \"technomancy\" (or some such). However, the surk have long had to fend for themselves. Their own oral histories are muddled, describing a massive surk diaspora long ago after their world was threatened. That threat arose from a crossplanar doom whose nature is forgotten, but whose name\u2014the Viridian\u2014still frightens surk to this day.", + "So frightened that the surk renamed themselves, hoping to be missed should the Viridian ever come searching for them. Old modes of language no longer used by the surk, but which can sometimes be recovered when the creatures enter dreamlike trances, indicate that the constructs used to be known as lliran." + ] + }, + { + "type": "entry", + "name": "Sacred Homesteads.", + "entries": [ + "Surk build subterranean burrows filled with tunnels and chambers containing a plethora of strange devices of metal, glass, and wire that somewhat resemble the surk themselves. The purpose of these objects doesn't seem vital to most surk activities, but instead serves as a focus of their many rituals and ceremonies. Their culture is highly formalized, putting reverence for their god\u2014whom they call \"the Engine\"\u2014ahead of everything else, even their own safety. Whether the Engine actually exists is debatable, but perhaps it is a dead god, one that could be revived if the surk simply worshiped strongly enough." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Surk.webp" + } + } + ] + } + }, + { + "name": "Thanatops", + "source": "PB5E", + "page": 135, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 230, + "formula": "20d12 + 100" + }, + "speed": { + "walk": 30 + }, + "str": 23, + "dex": 11, + "con": 20, + "int": 8, + "wis": 12, + "cha": 19, + "save": { + "dex": "+4", + "con": "+9", + "wis": "+5" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "prone" + ], + "languages": [ + "Giant", + "Infernal" + ], + "cr": "12", + "trait": [ + { + "name": "Poor Depth Perception", + "entries": [ + "The thanatops has disadvantage on any attack roll against a target more than 30 feet away." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The thanatops has advantage on saving throws against turning. If turned, the thanatops can repeat its saving throw each round on its turn to end the effect early." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The thanatops makes two greataxe attacks, two Eye Ray attacks, or one of each." + ] + }, + { + "name": "Greataxe", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}34 ({@damage 5d10 + 7}) slashing damage." + ] + }, + { + "name": "Eye Rays", + "entries": [ + "The thanatops shoots one or two of the following magical eye rays at random ({@dice 1d6}; reroll duplicates), choosing one or two targets it can see within 60 feet of it.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "1. Paralyzing Ray", + "style": "italic", + "entry": "The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success." + }, + { + "type": "item", + "name": "2. Fear Ray", + "style": "italic", + "entry": "The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success." + }, + { + "type": "item", + "name": "3. Enervation Ray", + "style": "italic", + "entry": "The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one." + }, + { + "type": "item", + "name": "4. Petrification Ray", + "style": "italic", + "entry": "The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. They must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic." + }, + { + "type": "item", + "name": "5. Disintegration Ray", + "style": "italic", + "entries": [ + "If the target is a creature, they must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, their body becomes a pile of fine grey dust.", + "If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it." + ] + }, + { + "type": "item", + "name": "6. Death Ray", + "style": "italic", + "entry": "The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. If this damage reduces the target to 0 hit points, they die." + } + ] + } + ] + } + ], + "attachedItems": [ + "greataxe|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI", + "I" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Fiendish creations of the Lower Planes, thanatops are one-eyed terrors of undead might and magic.", + { + "type": "inset", + "entries": [ + "Thanatops are usually encountered alone, wandering from dark caves at night and leaving a trail of destruction before returning or disappearing entirely." + ] + }, + { + "type": "entry", + "name": "Stitched From Monsters.", + "entries": [ + "The probable get of arcanaloth schemers, a thanatops is built on the foundation of a reanimated cyclops corpse. Normally the point of weakness in a living cyclops, the thanatops's single eye is a reservoir of arcane power able to blast foes with hellish rays of fear, weakness, destruction, and death." + ] + }, + { + "type": "inset", + "entries": [ + "The thanatops is sometimes associated with the {@creature tomb of winter|PB5E|Tomb of Winter} (page 137)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Thanatops.webp" + } + } + ] + } + }, + { + "name": "Thorn Dancer", + "source": "PB5E", + "page": 136, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 32, + "formula": "5d8 + 10" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 16, + "con": 15, + "int": 14, + "wis": 14, + "cha": 10, + "skill": { + "athletics": "+4", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common", + "Druidic", + "Elvish", + "Sylvan" + ], + "cr": "2", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The thorn dancer is a 2nd\u2011level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:" + ], + "will": [ + "{@spell druidcraft}", + "{@spell mending}", + "{@spell thorn whip}" + ], + "daily": { + "3e": [ + "{@spell charm person}", + "{@spell fog cloud}", + "{@spell longstrider}" + ], + "1e": [ + "{@spell moonbeam}" + ] + }, + "ability": "wis" + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The thorn dancer makes four attacks, each of which can be a slam or a thorn attack." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage." + ] + }, + { + "name": "Thorn", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Awaken Tree (1/Day)", + "entries": [ + "The thorn dancer magically animates one tree it can see within 60 feet of it. The target has awakened tree statistics and acts as an ally of the thorn dancer. The tree remains animate for 1 day or until it dies, until the thorn dancer dies or is more than 120 feet from the tree, or until the thorn dancer takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DU", + "E", + "S" + ], + "damageTags": [ + "B", + "P" + ], + "damageTagsSpell": [ + "P", + "R" + ], + "spellcastingTags": [ + "CW" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForcedSpell": [ + "constitution", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Thorn dancers are protectors of plants. They monitor untouched forests, safeguard dryads, and sometimes do the bidding of treants and powerful Feywild creatures. Though they hold plants in high regard, they think little of destroying other types of creatures, especially if those creatures threaten what thorn dancers hold dear.", + { + "type": "inset", + "entries": [ + "Some people refer to thorn dancers as \"sprigs,\" though usually never in their hearing." + ] + }, + { + "type": "entry", + "name": "Grown by Druids.", + "entries": [ + "A little-known group of druids\u2014the mysterious Circle of Bone and Thorn\u2014guided the growth of seedlings magically bathed in their combined spellcraft hundreds of years ago. This ritual produced the first thorn dancers. Since their inception, thorn dancers have taken over their own propagation, each producing a few seeds a year, which they plant in secret or store against future need. Of the Circle of Bone and Thorn, little has been heard lately." + ] + }, + { + "type": "entry", + "name": "Society of Protectors", + "entries": [ + "Every thorn dancer is different, but most take on the role of protection that their kind is known for. Despite having apparently renounced their progenitors, thorn dancers accept the aid of\u2014and sometimes actively seek out help from\u2014druids that are not themselves plants. But they usually do so only to obtain information about a new forest or woodland that is facing incursions by hatchet, axe, or saw.", + "A thorn dancer may set its own missions, work with several other thorn dancers (in groups known as quercetums), or serve as a lieutenant or close ally of a more powerful viridian entity and merely do what is asked of it.", + "Regardless of its day to day, every thorn dancer occasionally makes a pilgrimage to a secret wood where it meets others of its kind, without apparent notification. Yet thorn dancers know when the meet is imminent and how to get there. When they all finally arrive, they spend the night beneath a full moon doing as their name demands: they dance. This ritual binds thorn dancers, renews them, and gives them the mental fortitude to return to their previous tasks as protectors of those without voice or animation." + ] + }, + { + "type": "entry", + "name": "Carvings Reveal History.", + "entries": [ + "Each time a thorn dancer succeeds on a mission of protection, it carves a symbol or a stylized series of images into its bark-like flesh to memorialize the event. Some thorn dancers are so covered in such carvings that they seem heavily scarred upon first viewing. Thorn dancers who participate in this personal ritual are almost always happy to relate the larger story of each carving, if asked. In fact, doing so may be a way to begin a conversation with one before the dancer puts a thorn in the stranger's eye." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Thorn-Dancer.webp" + } + } + ] + } + }, + { + "name": "Winter", + "isNamedCreature": true, + "source": "PB5E", + "page": 137, + "size": [ + "G" + ], + "type": { + "type": "elemental", + "tags": [ + "demigod" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 391, + "formula": "22d20 + 160" + }, + "speed": { + "walk": 60, + "fly": { + "number": 160, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 29, + "dex": 19, + "con": 27, + "int": 18, + "wis": 28, + "cha": 22, + "save": { + "str": "+17", + "dex": "+12", + "wis": "+12" + }, + "skill": { + "arcana": "+12", + "insight": "+12", + "intimidation": "+14", + "perception": "+12", + "religion": "+12" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "immune": [ + "cold", + "lightning", + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Primordial", + "telepathy 300 ft." + ], + "cr": "28", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Winter's spellcasting ability is Charisma (spell save {@dc 22}, {@hit 14} to hit with spell attacks). Winter can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell fireball} (inflicting cold damage instead of fire)", + "{@spell dispel magic}", + "{@spell wall of ice}" + ], + "daily": { + "3e": [ + "{@spell create undead}", + "{@spell ice storm}" + ], + "1e": [ + "{@spell meteor swarm} (inflicting cold damage instead of fire)", + "{@spell power word kill}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Winter fails a saving throw, they can choose to succeed instead." + ] + }, + { + "name": "Icy Retaliation", + "entries": [ + "Every time Winter takes damage, a blizzard of ice crystals howls from the wound back toward the attacker, forming a line 120 feet long and 5 feet wide. Any creature other than an undead in the line must succeed on a {@dc 24} Constitution saving throw or be {@condition restrained} as ice encrusts them. The {@condition restrained} creature must repeat the saving throw at the end of their next turn, becoming {@condition petrified} in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 10 minutes in a warm environment. Alternatively, a creature can be freed of the {@condition restrained} or {@condition petrified} conditions if they take at least 10 fire damage." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "Undead commanded, created, or associated with Winter gain advantage to their Wisdom saving throw against turning, and if turned they can repeat the save each round to end the effect early." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Winter makes five blade of Winter attacks." + ] + }, + { + "name": "Blade of Winter", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}20 ({@damage 2d10 + 9}) slashing damage plus 5 ({@damage 1d10}) cold damage and 5 ({@damage 1d10}) necrotic damage." + ] + }, + { + "name": "Breath of Winter's Tomb {@recharge 5}", + "entries": [ + "Winter exhales cold and necrotic energy in a 60-foot cone. Each creature in that cone takes 28 ({@damage 8d6}) cold damage plus 28 ({@damage 8d6}) necrotic damage, or half damage with a successful {@dc 24} Dexterity saving throw. Each creature in the area must also make a {@dc 24} Constitution saving throw or be affected as with Icy Retaliation." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "Winter moves up to half their speed." + ] + }, + { + "name": "Command Undead", + "entries": [ + "Winter commands undead as the 14th\u2011level wizard School of Necromancy subclass ability." + ] + }, + { + "name": "Blade of Winter", + "entries": [ + "Winter makes a Blade of Winter attack." + ] + }, + { + "name": "Spell (Costs 2 Actions)", + "entries": [ + "Winter casts a spell." + ] + }, + { + "name": "Breath of Winter's Tomb (Costs 2 Actions)", + "entries": [ + "Winter uses Breath of Winter's Tomb." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "P", + "TP" + ], + "damageTags": [ + "C", + "F", + "N", + "S" + ], + "damageTagsSpell": [ + "B", + "C", + "F" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "This singular entity, an ancient primordial of icy undeath, was imprisoned. But some whisper that Winter (as their name is often shortened to) is free of the Primordial Chaos. Or maybe an avatar is loose, walking the planes, \"blessing\" undead. For what reason isn't known, but some guess it is to gather a force to oppose {@creature Qoreth-shemkur|PB5E}.", + { + "type": "inset", + "entries": [ + "The Tomb of Winter may be encountered with a group of undead and/or elemental creatures of ice. One or two {@creature winter herald|PB5E|Winter heralds} (page 152) may also be present or presage the encounter." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Winter.webp" + } + } + ] + } + }, + { + "name": "Trapdoor Lurker", + "source": "PB5E", + "page": 138, + "size": [ + "H" + ], + "type": { + "type": "monstrosity", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 133, + "formula": "14d12 + 42" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 16, + "dex": 14, + "con": 16, + "int": 3, + "wis": 14, + "cha": 3, + "senses": [ + "tremorsense 60 ft." + ], + "passive": 12, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "poisoned", + "prone" + ], + "cr": "4", + "trait": [ + { + "name": "Shapechanger", + "entries": [ + "The trapdoor lurker can use its action to polymorph its lips to resemble any door (including double doors), hatch, or trapdoor, or back into its true form: monstrous, scaled lips that open into a limited living dimension that's mostly stomach. Its statistics are the same in each form. It reverts to its true form if it dies, and the decaying limited dimension of its interior rots away to nothing within a few days." + ] + }, + { + "name": "False Appearance (Door Form Only)", + "entries": [ + "While the trapdoor lurker remains motionless, it is indistinguishable from an ordinary door. If the door is opened, observers who succeed on a {@dc 13} passive Perception check may note something a bit odd about the rough stony corridor beyond, including a faint smell of digesting meat." + ] + } + ], + "action": [ + { + "name": "Tongue Lash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is hit, they are also {@condition grappled} (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage." + ] + }, + { + "name": "Dimensional Swallow", + "entries": [ + "A Large or smaller target that enters the \"hallway\" visible past the lurker's lips is automatically swallowed. Otherwise, the creature a trapdoor lurker is grappling with its tongue must succeed on a {@dc 13} Strength saving throw or be swallowed, and the grapple ends. The swallowed target is transferred into the dimension that serves as the lurker's stomach. While swallowed, the target is {@condition blinded} and {@condition restrained}, is no longer on their original plane of existence, and takes 10 ({@damage 3d6}) acid damage at the start of each of the lurker's turns. A lurker can have up to two creatures swallowed at a time.", + "If the trapdoor lurker takes 20 damage or more from a swallowed creature on a single turn, the lurker must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature back into the target's original plane of existence, whereupon the target falls {@condition prone} in a space within 10 feet of the lurker's door-like facade. If the trapdoor lurker dies, a swallowed creature has a 75% chance of being expelled into their original plane of existence, and a 25% chance of being expelled into a random plane." + ] + }, + { + "name": "Retract Door (Recharge after a Short or Long Rest)", + "entries": [ + "Like a turtle pulling its head into its shell, a trapdoor lurker can pull the door-like fa.ade portion of its body out of the plane where it's hunting until the end of its next turn, at which time the \"door\" reappears in the same location it retracted from." + ] + } + ], + "traitTags": [ + "False Appearance", + "Shapechanger" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Swallow" + ], + "damageTags": [ + "A", + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "When is a door not a door? One answer is when it's the shapechanged mouth of an extradimensional creature known as a trapdoor lurker.", + { + "type": "inset", + "entries": [ + "Trapdoor lurkers are usually encountered alone." + ] + }, + { + "type": "entry", + "name": "Mimicking Doors and Hatches.", + "entries": [ + "The only parts of a trapdoor lurker people in Material Plane worlds see are the creature's lips, which are usually shapechanged to resemble a door, a hatch, or a trapdoor in the floor. The rest of the creature is a limited living dimension, mostly stomach. There is no \"outside\" to that stomach, at least not one that can be observed in any known dimension, including from the Ethereal.", + "Even when the lurker's \"door\" is opened, the likeness to a \"hallway\" visible beyond remains strong. So much so that many explorers simply walk in. That's their last mistake. The door slams shut and retracts into the same dimension as the stomach, cutting off the swallowed explorer from their allies and previous plane." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + "\"Where'd that door come from? It's not on the map. We'd better check it out.\"" + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Trapdoor-Lurker.webp" + } + } + ] + } + }, + { + "name": "Traveler Guide", + "source": "PB5E", + "page": 139, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 97, + "formula": "13d8 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 16, + "con": 17, + "int": 11, + "wis": 10, + "cha": 12, + "save": { + "str": "+7", + "con": "+6" + }, + "skill": { + "perception": "+3" + }, + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Common plus several other languages" + ], + "cr": "5", + "trait": [ + { + "name": "Planar Resilience", + "entries": [ + "The essence of previously visited planes surrounds and protects the guide. Each round, sounds, images, and even physical objects appear out of nowhere and can afflict foes, or at least distract them. All attacks made against the guide have disadvantage." + ] + }, + { + "name": "Cosmic Map", + "entries": [ + "The map etched in the guide's skin gives them knowledge of the shortest, most direct physical route to the nearest extraplanar portal, or to the nearest magic item that grants planar travel." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The guide makes two Planar Whip attacks." + ] + }, + { + "name": "Planar Whip", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and the guide can't use their whip on a different target. If recharged, the guide can choose to use Fall Into Map as a bonus action, carrying the target with them to another plane if the {@condition grappled} target fails a {@dc 14} Wisdom saving throw." + ] + }, + { + "name": "Maplight", + "entries": [ + "The traveler guide casts the {@spell light} cantrip; the light gleams from the lines of their cosmic map." + ] + }, + { + "name": "Fall Into Map (Recharge after a Short or Long Rest)", + "entries": [ + "The traveler guide transfers into an alternate dimension, usually one they have previously visited. They leave behind faint maplike lines on the ground that can be followed for one round if pursuers wish." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Travelers bear a mysterious cosmic map stitched to their flesh, picked out in dimly glowing lines. As they grow into adults, the map becomes more and more important, and individuals feel a subtle but constant yearning to travel to the distant, enigmatic location depicted. But the map is incomplete, which means finding it requires a commitment to travel the dimensions. Some choose to ignore it. Others believe that the design is a promise or destiny, and leave their families to seek out the source of their birthright.", + { + "type": "inset", + "entries": [ + "PCs might meet a traveler guide offering their services, one already guiding a team of three or four other NPCs, or a guide who has turned to banditry." + ] + }, + { + "type": "entry", + "name": "Dimensional Rovers.", + "entries": [ + "Loners by nature, travelers usually prefer to avoid conflicts that might prevent them from ranging across the multiverse, searching for new experiences. All, however, seek to find a congruence with the map stitched to their skins and an actual location. Few are lucky enough to ever learn the truth. Most come to view their cosmic map as unknowable, a mystery lost to the multiverse. The best a traveler can do is try to understand themselves." + ] + }, + { + "type": "entry", + "name": "Guide to\u2014or Thief of\u2014the Planes.", + "entries": [ + "Some travelers prefer the company of others. These can become indispensable companions for would-be planar explorers. Others use their penchant for planar travel to become planar bandits, preying on other dimension walkers. These travelers are not guides, but rather thieves, who leverage their power with the aid of allies gathered from across dimensions." + ] + }, + { + "type": "entry", + "name": "Wealth Builders.", + "entries": [ + "Even if acting as a guide rather than a thief, a traveler never misses an opportunity to loot planar riches they encounter. They also usually ask for a goodly sum if acting as a guide or, barring that, books on planar travel or a trophy from another dimension. All this wealth is usually socked away in a hidden lair in a dimension that only the guide knows about." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Traveler-Guide.webp" + } + } + ] + } + }, + { + "name": "Trinivar", + "source": "PB5E", + "page": 140, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d10 + 42" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 17, + "dex": 15, + "con": 16, + "int": 2, + "wis": 13, + "cha": 11, + "skill": { + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "cold", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silvered weapons", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "4", + "trait": [ + { + "name": "Roll", + "entries": [ + "If the trinavar moves at least 20 feet straight toward a creature and then hits them with a bite attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the trinavar can make one bite attack against them as a bonus action." + ] + }, + { + "name": "Three Heads", + "entries": [ + "The trinavar has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The trinavar makes three bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 3 ({@damage 1d6}) poison damage on a failed save, or half as much damage on a successful one. A creature that fails two or more poison saves in the same round must save again or be {@condition paralyzed} for ten minutes. The creature can repeat the saving throw at the end of each of their turns." + ] + }, + { + "name": "Split", + "entries": [ + "When a trinavar takes 20 or more lightning or slashing damage from a single attack, one of its snake bodies is severed but continues to attack as a separate creature. The main trinavar has two-thirds of the hit points of the original creature (after this damage is taken), rounded down, and the severed section has the remaining one-third of its hit points. If this happens again against the main trinavar, it splits in half, each snake attacking as a separate creature with half the hit points of the original. (The trinavar can't be split more than twice.) The severed pieces rejoin and heal when combat is over, forming one creature with hit points equal to that of its component creatures." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "These monstrous creatures resemble three snakes joined at the tails to face in different directions, with each head having three eyes and three prominent fangs. Their scales tend to match the environment where they grew up\u2014rust for Acheron, grey for the Grey Wastes, red for the Hells, and so on. When trinavars have to move fast, they bend their necks into loops so they can roll like a sphere or cylinder. Their size and odd locomotion makes them easy to spot when moving, so trinavars hunt by lying flat and waiting for prey to approach them.", + { + "type": "inset", + "entries": [ + "Trinavars usually hunt alone but have been known to work together to bring down larger prey." + ] + }, + { + "type": "entry", + "name": "Vultures of Acheron.", + "entries": [ + "Trinavars prefer live prey but often subsist on carrion, and they are particularly common scavengers of the battlefields of Acheron. They abandon old meat for fresher food, especially something too weak to fight back." + ] + }, + { + "type": "entry", + "name": "Pets and Food.", + "entries": [ + "Trinavars are sometimes tamed by fiends and other evil creatures, who have transported them from Acheron across most of the Lower Planes. Their three-lobed eggs are considered a delicacy by lower-planar creatures but are unpalatable to most Material Plane natives." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Trinivar.webp" + } + } + ] + } + }, + { + "name": "Umbral Slime", + "source": "PB5E", + "page": 141, + "size": [ + "L" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 15, + "climb": 15 + }, + "str": 24, + "dex": 13, + "con": 18, + "int": 1, + "wis": 13, + "cha": 5, + "skill": { + "stealth": "+3" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 11, + "resist": [ + "acid", + "cold", + "fire", + { + "resist": [ + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "prone", + "stunned", + "unconscious" + ], + "cr": "4", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The umbral slime can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Clinging Slime", + "entries": [ + "The umbral slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Pseudopod", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage. If the target is a creature, they are {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the umbral slime can't use this attack against another target." + ] + }, + { + "name": "Life Force Drain", + "entries": [ + "Living creatures hit by the umbral slime's pseudopod attack or caught up in its grapple must make a successful {@dc 14} Constitution saving throw or lose {@dice 1d2} Constitution at the beginning of each turn they remain {@condition restrained}. For every {@dice 1d2} Constitution drained, the umbral slime gains 5 temporary hit points.", + "If a target is reduced to 0 Constitution, they die. Otherwise, all lost Constitution returns after a long rest.", + "A target reduced to 0 Constitution is subsumed into the Shadowfell over the course of a few minutes. During that period, someone who succeeds on a {@dc 15} Arcana check could use the corpse as a portal into\u2014or out of\u2014the Shadowfell." + ] + }, + { + "name": "Impenetrable Gloom {@recharge 5}", + "entries": [ + "Magical darkness spreads from a point within 60 feet of the slime to fill a 15-foot-radius sphere for up to 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this darkness's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." + ] + } + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Gloom hazes the air around these flowing, articulating rivulets of a substance that resembles black oil. Like a living creature, wavelets of light-absorbing black slime flow up and down the length of this malign encrustation.", + { + "type": "inset", + "entries": [ + "Umbral slimes are usually encountered alone or in pairs." + ] + }, + { + "type": "entry", + "name": "Shadowfell Origins.", + "entries": [ + "Umbral slimes are spawned in the Shadowfell. A powerful necromancer called Thelicia sought a quick, easy, and \"organic\" method of using the Shadowfell as a means of planar travel by opening \"shadow crossings\" where and when she wished, thus creating short-lived portals between the Material Plane and the Shadowfell. She tried to infuse the plane's gloom with an ooze, and succeeded. However, she didn't succeed as completely as she hoped. The only way to create such a portal was to feed a victim to the slime. The corpse itself became the bridge, one lasting only a few minutes.", + "Thelicia was disappointed but not repulsed. She dealt in death all the time. However, she abandoned her research. Having to procure new victims for each trip\u2014most of whom would prefer not to be so used\u2014was too much trouble. The remaining umbral slimes crawled off into various corners and shadowed niches of the Material Plane and Shadowfell." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/PB5E/Umbral-Slime.webp" + } + } + ] + } + }, + { + "name": "Cerulean Vanura", + "source": "PB5E", + "page": 143, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d10 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 11, + "con": 16, + "int": 8, + "wis": 10, + "cha": 12, + "skill": { + "deception": "+4", + "intimidation": "+4", + "perception": "+3" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "languages": [ + "any one planar language", + "telepathy 60 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Contempt of Weakness", + "entries": [ + "The vanura has advantage on attacks against creatures whose Strength is less than their own, and it has advantage on saving throws against those creatures' spells and abilities." + ] + }, + { + "name": "Quasi-Humanoid", + "entries": [ + "The vanura can be affected by spells and abilities that work only on humanoids (such as {@spell charm person}), but it has advantage on saves against them." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vanura regains 5 hit points at the start of its turn if it has at least 1 hit point." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vanura makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the target is a Large or smaller creature, they are {@condition grappled} (escape {@dc 15}). Until this grapple ends, the vanura can attack only the {@condition grappled} creature and has advantage on attack rolls to do so." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A cerulean vanura has deep blue skin, often with lighter or darker stripes. Their fixation is status, typically manifested as physical strength. This doesn't mean they are obsessed with having the highest status; they just need to know what their rank is in the local hierarchy, whether among their own kind or mixed with other creatures. When dealing with outsiders, such as PCs, they insist on knowing who is in charge of the group and speaking only to those of appropriate rank.", + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "I am the strongest of our clan. Who of you is mighty enough to speak with me?" + ], + "by": "Lodd, vanura of strength" + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Cerulean-Vanura.webp" + } + } + ] + } + ] + } + }, + { + "name": "Maroon Vanura", + "source": "PB5E", + "page": 144, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 84, + "formula": "8d10 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 13, + "con": 20, + "int": 7, + "wis": 10, + "cha": 7, + "skill": { + "perception": "+3" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "languages": [ + "any one planar language", + "telepathy 60 ft." + ], + "cr": "5", + "trait": [ + { + "name": "Counting Successes", + "entries": [ + "A successful weapon attack by the vanura increases the damage of its next weapon attack by +2 radiant damage, to a maximum of +10 radiant damage for each attack. This bonus damage returns to +0 if the vanura hasn't made a successful attack in the last hour." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The vanura has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Quasi-Humanoid", + "entries": [ + "The vanura can be affected by spells and abilities that work only on humanoids (such as {@spell charm person}), but it has advantage on saves against them." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vanura regains 5 hit points at the start of its turn if it has at least 1 hit point." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vanura makes three attacks: one with its bite and two with its claws, or three with its Hurl Chaos ability." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, plus any bonus damage from its Counting Successes ability." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, plus any bonus damage from its Counting Successes ability." + ] + }, + { + "name": "Hurl Chaos", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 50/100 ft., one target. {@h}7 ({@damage 1d8 + 3}) radiant damage, plus any bonus damage from its Counting Successes ability." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Regeneration" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "P", + "R", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A maroon vanura has deep reddish-brown skin dotted with cheetah-like spots. A maroon vanura's fixation is counting\u2014how many paces from their lair entrance to their own nest, how many bones in a corpse, and so on. Each has a favorite number and is pleased when its count matches that number, even going so far as to move its lair or discard treasure to make this happen. (Because the length of its stride can change dramatically with a mutation or after taking this fixation, the vanura spends much of its time re-counting things it has already counted, just in case.)", + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "Three, three hits! Four, four hits! Five, five hits! Glee for five hits!" + ], + "by": "Zob, vanura of numbers" + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Maroon-Vanura.webp" + } + } + ] + } + }, + { + "name": "Ochre Vanura", + "source": "PB5E", + "page": 145, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 16, + "con": 16, + "int": 6, + "wis": 6, + "cha": 7, + "skill": { + "arcana": "+0", + "perception": "+0" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "languages": [ + "any one planar language", + "telepathy 60 ft." + ], + "cr": "3", + "trait": [ + { + "name": "Quasi-Humanoid", + "entries": [ + "The vanura can be affected by spells and abilities that work only on humanoids (such as charm person), but it has advantage on saves against them." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vanura regains 5 hit points at the start of its turn if it has at least 1 hit point." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vanura makes three attacks: one with its bite and two with its claws. It can replace one claw attack with its Hurl Chaos ability." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Hurl Chaos", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 100/200 ft., one target. {@h}7 ({@damage 1d8 + 3}) damage. This attack is a momentarily solid chunk of pure chaos that takes a random shape and inflicts a random type of damage, then vanishes a minute or so after impact. The shape is usually something appropriate to the type of damage inflicted\u2014ice for cold damage, lava for fire damage, metal spikes for piercing damage, the head of a statue for bludgeoning damage, and so on.", + { + "type": "table", + "colLabels": [ + "d8", + "Damage Type" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "acid" + ], + [ + "2", + "bludgeoning" + ], + [ + "3", + "cold" + ], + [ + "4", + "fire" + ], + [ + "5", + "lightning" + ], + [ + "6", + "piercing" + ], + [ + "7", + "radiant" + ], + [ + "8", + "slashing" + ] + ] + } + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "An ochre vanura has sickly yellowish skin, and many have a lion-like mane of stiff bristles on their neck and upper back. An ochre vanura's fixation is wealth\u2014they are covetous of shiny, valuable things. However, like crows, their concept of wealth can differ from that of a human. For example, an ochre vanura's treasure hoard might include coins, gems, pieces of glass, broken mirrors, polished buttons, metal bells, and keys.", + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "I will take the shiny things from your corpse and add them to my treasures." + ], + "by": "Gent, vanura of trinkets" + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ochre-Vanura.webp" + } + } + ] + } + }, + { + "name": "Verdigris Vanura", + "source": "PB5E", + "page": 146, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 120, + "formula": "16d8 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 17, + "con": 16, + "int": 10, + "wis": 14, + "cha": 12, + "skill": { + "arcana": "+3", + "perception": "+5", + "religion": "+3" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "thunder" + ], + "languages": [ + "any one planar language", + "telepathy 60 ft." + ], + "cr": "8", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The vanura casts one of the following cleric spells, using Wisdom as the spellcasting ability (save {@dc 13}, {@hit 5} to hit with spell attacks):" + ], + "will": [ + "{@spell inflict wounds}", + "{@spell thaumaturgy}" + ], + "daily": { + "3e": [ + "{@spell animate dead}", + "{@spell blight}", + "{@spell death ward}" + ], + "1e": [ + "{@spell finger of death}", + "{@spell plane shift}" + ] + }, + "ability": "wis" + } + ], + "trait": [ + { + "name": "Impelled Necrosis {@recharge}", + "entries": [ + "If a target of the vanura's spell succeeds at a saving throw, as a bonus action the vanura can make that creature reroll their save." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The vanura has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Potent Necromancy", + "entries": [ + "Necrotic damage dealt by the vanura's attacks and spells ignore necrotic resistance." + ] + }, + { + "name": "Quasi-Humanoid", + "entries": [ + "The vanura can be affected by spells and abilities that work only on humanoids (such as charm person), but it has advantage on saves against them." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vanura regains 5 hit points at the start of its turn if it has at least 1 hit point." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vanura makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage plus 4 ({@damage 1d8}) necrotic damage." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Regeneration" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "N" + ], + "spellcastingTags": [ + "CC" + ], + "miscTags": [ + "MW" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A verdigris vanura's skin is a blotchy green-blue color. Their fixation is death\u2014the mechanism of destroying life and reanimating bodies. They are the closest thing that vanuras have to priests, and others of their kind respect their strange powers. A verdigris vanura living in a clan takes corpses that fail to transform into vanura and animates them as zombies to serve the entire clan.", + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "As I cleave your soul from your flesh, I study the patterns of its dwindling energy. I predict they will resemble flowers." + ], + "by": "the third Kett, vanura of death" + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Verdigris-Vanura.webp" + } + } + ] + } + }, + { + "name": "Vesied", + "source": "PB5E", + "page": 147, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "vesied" + ] + }, + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 30, + "fly": { + "number": 10, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 19, + "dex": 11, + "con": 19, + "int": 13, + "wis": 14, + "cha": 10, + "skill": { + "arcana": "+7", + "perception": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "immune": [ + "cold" + ], + "languages": [ + "understands dozens of languages", + "sometimes including Common" + ], + "cr": "6", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vesied makes two bite attacks. When its Unearthly Fire and/or Control Object is available, it can use either in place of one of its bites." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage and the target begins {@condition bleeding|GH}. The {@condition bleeding|GH} target must make a {@dc 15} Constitution saving throw at the end of each turn or suffer 10 ({@damage 1d12 + 4}) necrotic damage. Bleeding ends if a character spends their turn tending to the wound." + ] + }, + { + "name": "Unearthly Fire {@recharge 5}", + "entries": [ + "The vesied radiates unearthly fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one. Targets in the area must also succeed on a {@dc 15} Constitution saving throw or take 9 ({@damage 2d8}) poison damage, or half that on a successful save. Targets who fail their saving throw against poison are {@condition poisoned} for {@dice 2d4} days or until they are treated with {@spell lesser restoration} or similar magic." + ] + }, + { + "name": "Control Object {@recharge 5}", + "entries": [ + "A creature within 60 feet that the vesied can see must succeed on a {@dc 15} Wisdom saving throw. On a failed save, one magic item or device they hold or carry comes under the control of the vesied. The GM chooses the item and the result. Effects are on par with what could be accomplished with the {@spell animate objects} spell if such an object could be carried by a target and the object could be magical. In addition, attacks made by the object could be whatever magical attack the object possesses. An animated object remains active for up to 1 minute, and the vesied controls its actions each round as a bonus action." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "F", + "I", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Vesieds appear as oddly proportioned humanoids with disturbing facial features and bodies studded with implanted objects.", + { + "type": "inset", + "entries": [ + "Vesieds are usually encountered in groups of three to six." + ] + }, + { + "type": "entry", + "name": "Frozen Voyagers.", + "entries": [ + "Normally dormant, vesieds are sometimes found frozen solid and immobile, covered in ice. Recently, some have been found in the glaciers of high mountains on many different worlds of the Material Plane and, according to one account, deep inside a cursed moon \"crashing\" from one plane to the next called the \"Planebreaker.\"", + "A vesied left undisturbed in ice continues its trip down the ages. But too much vibration rouses them, and they unfreeze themselves in a blast of unearthly fire." + ] + }, + { + "type": "entry", + "name": "Ancient Enemies.", + "entries": [ + "The first thing a vesied asks upon coming out of its frozen sleep (if it can somehow be understood) is where to find the nearest \"Erodel\" citadel. Usually, no one knows what they are talking about. That doesn't keep a vesied from being curious about any news or clues leading to the location of the Erodel, whoever they are. Every vesied seems to viscerally hate the Erodel for past crimes (crimes that make the vesied too angry to explicate)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Vesied.webp" + } + } + ] + } + }, + { + "name": "Vociferous Skew", + "source": "PB5E", + "page": 148, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 189, + "formula": "18d12 + 72" + }, + "speed": { + "walk": 40, + "climb": 30, + "burrow": 20 + }, + "str": 20, + "dex": 17, + "con": 18, + "int": 6, + "wis": 15, + "cha": 12, + "save": { + "dex": "+7", + "con": "+8" + }, + "skill": { + "perception": "+10" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 20, + "immune": [ + "thunder", + "fire" + ], + "cr": "9", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The skew has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The skew's weapon attacks are magical." + ] + }, + { + "name": "Screeching Door", + "entries": [ + "A vociferous skew can modify its Thundering Screech, even if it isn't recharged, such that it inflicts only 22 ({@damage 4d10}) thunder damage or half that on a successful {@dc 17} Constitution saving throw. This usage carefully tunes the screech's vibrational frequency to teleport the skew to any spot it can see, visualize, or imagine within 500 feet. The skew can carry one or two willing (or, usually, {@condition grappled}) creatures along with it.", + "The skew chooses whether the area of damage dealt by the Thundering Screech emanates from the space it departs from or from the space it teleports to." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skew makes four spike attacks and can replace any two spike attacks with a bite or tail spine attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage." + ] + }, + { + "name": "Spike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage and the target is {@condition grappled} (escape {@dc 15}). A skew can grapple up to two Medium or smaller foes." + ] + }, + { + "name": "Tail Spine", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage." + ] + }, + { + "name": "Thundering Screech {@recharge 5}", + "entries": [ + "A skew can emit a storm of destructive sound that deafens and damages those nearby. Creatures in a 30-foot cone who fail a {@dc 17} Constitution saving throw take 44 ({@damage 8d10}) thunder damage and are {@condition deafened} for 1 minute, or until they succeed on a {@dc 17} Constitution saving throw at the beginning of their turn. Those succeeding on the saving throw take half damage and are not {@condition deafened}." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "inset", + "entries": [ + "A vociferous skew is usually encountered alone but may be in the company of an elemental entity riding it as a mount." + ] + }, + { + "type": "entry", + "name": "Subterranean Dwellers.", + "entries": [ + "The caves, fissures, and vaults beneath the ground are the preferred lairs of vociferous skews, especially those near volcanos and magma tunnels. The creatures are also at home on the Plane of Earth and the Plane of Fire. While not elementals, skews enjoy the company of non-fleshy creatures because such beings don't awaken their unearthly hunger." + ] + }, + { + "type": "entry", + "name": "Space-Shattering Scream.", + "entries": [ + "By generating immense energy tuned to exactly the right vibrational frequency, a vociferous skew can make doorways between two locations. Usually those locations are relatively near to each other. Sometimes, a skew manages to pierce dimensional barriers with its doorway. In any case, the sounds are so intense that any creature or object that is too close takes damage. The skew has learned to use this ability to great advantage when it hunts." + ] + }, + { + "type": "entry", + "name": "Mounts for Elemental Nobility.", + "entries": [ + "Vociferous skews can sometimes be convinced to serve as mounts for elemental nobility, especially those that hail from the Plane of Earth or the Plane of Fire, such as dao and efreet, but also {@creature prince of dust|PB5E|princes of dust}." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Vociferous-Skew.webp" + } + } + ] + } + }, + { + "name": "Wanderfervor Gadbill", + "source": "PB5E", + "page": 149, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 14 + ], + "hp": { + "average": 40, + "formula": "9d6 + 9" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 8, + "dex": 19, + "con": 12, + "int": 7, + "wis": 16, + "cha": 18, + "skill": { + "perception": "+5", + "stealth": "+6", + "survival": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common", + "Sylvan (doesn't speak except through body movement and single words)" + ], + "cr": "1", + "trait": [ + { + "name": "Keen Sight", + "entries": [ + "The wanderfervor gadbill has advantage on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Pleasant Birdsong", + "entries": [ + "On any day that other creatures selected by the wanderfervor gadbill have spent at least three hours listening to the gadbill's song, those creatures have advantage on Intelligence, Wisdom, and Charisma checks for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wanderfervor gadbill makes one beak attack and one Talons attack." + ] + }, + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage." + ] + }, + { + "name": "Talons", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage." + ] + }, + { + "name": "Warning Caw (Recharge after a Short or Long Rest)", + "entries": [ + "The wanderfervor gadbill caws loudly, targeting a creature it can see within 30 feet that can hear it. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened}. While {@condition frightened} by the gadbill, the target must move away from the bird at full speed. A {@condition frightened} target repeats the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature's saving throw is successful, they are immune to this effect for the next 24 hours. Other creatures who hear the warning caw are unaffected, but they note the alarm in the bird's call." + ] + }, + { + "name": "Healing Song (Recharge after a Long Rest)", + "entries": [ + "An allied living target within 30 feet that can hear the wanderfervor gadbill regains 8 ({@dice 1d8 + 4}) hit points.", + "Planar Glide (1/Day): The wanderfervor gadbill gains the benefit of a {@spell plane shift} spell, but only for itself." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A colorful avian creature with a fantastic beak, slightly glowing wings, and intelligent eyes flutters through a hole in space that closes behind it. Alighting on a nearby branch, it sings a simple but pleasant birdsong.", + { + "type": "inset", + "entries": [ + "Wanderfervor gadbills are normally encountered by themselves, in which case they are looking for other planar travelers to join for a time. Occasionally, they are encountered already accompanying a group of dimensional explorers." + ] + }, + { + "type": "entry", + "name": "Planar Migrations.", + "entries": [ + "Some birds head south for the winter. Wanderfervor gadbills go much farther and for much longer. Individuals spread out across the dimensions, seeking some essence from each new place they visit, before returning to a predetermined nesting place where they were hatched years earlier to mate, produce chicks, and start the process anew." + ] + }, + { + "type": "entry", + "name": "Sometime Companions.", + "entries": [ + "Wanderfervor gadbills are intelligent even for birds. They know that while some creatures might hunt them for food, feathers, or some quality of their beaks or body, other beings are happy to accept a friendly traveling companion for a brief time. Especially if that companion provides a benefit to the group, such as additional eyes in unfriendly territory, the balm of their birdsong, and, in especially dire straits, assistance in combat.", + "However, sooner or later, the gadbill moves on. It is not a pet, but rather a free-willed individual creature. And somewhere in a hidden demiplane, its mate waits, yearning." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Wanderfervor-Gadbill.webp" + } + } + ] + } + }, + { + "name": "Warden of the Lost", + "source": "PB5E", + "page": 150, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 190, + "formula": "20d8 + 100" + }, + "speed": { + "walk": 30 + }, + "str": 24, + "dex": 13, + "con": 21, + "int": 10, + "wis": 11, + "cha": 12, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 10, + "immune": [ + "cold", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "learns most languages spoken to it with a few rounds of practice" + ], + "cr": "11", + "trait": [ + { + "name": "Magic Weapons", + "entries": [ + "The warden's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Grasping Punch", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}51 ({@damage 8d10 + 7}) bludgeoning damage. If the target is a creature, they are {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the warden can't punch another target." + ] + }, + { + "name": "Imprison", + "entries": [ + "A creature the warden is grappling must succeed on a {@dc 17} Constitution saving throw or be pulled into a tiny artificial dimension hosted in one of the warden's spheres. Imprisoned victims can attempt to escape once on their next turn by making another Constitution saving throw. After that, because they experience time at a vastly reduced rate, escape attempts can occur only once every few years (or if the warden syncs its sphere's time dilation to normal).", + "If a warden is destroyed, all the imprisoned creatures it stores in artificial dimensions are released into the closest empty space. A warden typically imprisons {@dice 1d6 + 1} random creatures." + ] + }, + { + "name": "Teleport {@recharge 5}", + "entries": [ + "The warden teleports up to 100 feet to an unoccupied space it can see. Before or after teleporting, it can make one grasping punch attack." + ] + } + ], + "traitTags": [ + "Magic Weapons" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Teleport" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Perhaps only a handful of wardens linger from the time when the multiverse was young, surviving past all reason or expectation, diligently fulfilling a function that is no longer needed. Somewhat humanoid, wardens of the lost are wrapped in a bulk of armor pocked with crystal spheres, swelling their size to twice that of a human. Many of the metallic spheres glow and blink, hinting that something lies trapped within.", + { + "type": "inset", + "entries": [ + "A warden of the lost is usually encountered alone in a desolate demiplane hosting enigmatic ruins." + ] + }, + { + "type": "entry", + "name": "Found in Ancient Demiplanes.", + "entries": [ + "Wardens face the long years of their existence without doubting their own continued purpose, instead doubling down on the duty given to them by beings they've all but forgotten. That duty is to keep safe any object or being they currently hold captive, and, just possibly, add new specimens to their collection from a selection of intruders that bother them in their solitude." + ] + }, + { + "type": "entry", + "name": "Talkative But Inflexible.", + "entries": [ + "If communication can be opened, a warden is willing (and even eager) to converse. However, if it feels the PCs are in some way in violation of a precept, location, or concept that the warden guards, it may decide to collect and imprison them." + ] + }, + { + "type": "entry", + "name": "Wardens of Custom Dimensions.", + "entries": [ + "A warden imprisons those it collects in tiny artificial dimensions hosted in the crystal spheres that pock its bulky form. In these dimensions, time passes far more slowly than it does outside. A warden can adjust the time dilation back to normal for brief periods to converse with a prisoner or ask them questions. A prisoner might use that opportunity to try to escape. In rare circumstances, a warden might be convinced by an external party or even by the prisoner itself to release them.", + "Some imprisoned creatures, captured epochs ago, have no remaining living kin (or even anything that resembles them) in the modern multiverse. Others were captured more recently, as in the last few decades or centuries." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Warden-of-the-Lost.webp" + } + } + ] + } + }, + { + "name": "Werebasilisk", + "source": "PB5E", + "page": 151, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 10, + "condition": "in humanoid form" + }, + { + "ac": 15, + "condition": "in hybrid form" + } + ], + "hp": { + "average": 97, + "formula": "15d8 + 30" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 11, + "con": 15, + "int": 11, + "wis": 15, + "cha": 11, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common" + ], + "cr": "6", + "trait": [ + { + "name": "Shapechanger", + "entries": [ + "The werebasilisk can use its action to polymorph into a Large basilisk-humanoid hybrid or back into its true humanoid form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "In hybrid form, the werebasilisk makes two claw attacks or two greatsword attacks, or one of each." + ] + }, + { + "name": "Claw (Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Greatsword (Humanoid or Hybrid Form)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Petrifying Gaze {@recharge 5}", + "entries": [ + "A target the werebasilisk can see within 30 feet must succeed on a {@dc 13} Constitution saving throw. On a failed save, the target magically begins to turn to stone and is {@condition restrained}. They must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or similar magic.", + "Targets who are freed from petrification must succeed on a {@dc 13} Constitution saving throw or be cursed with werebasilisk lycanthropy. PCs can have this curse lifted before it truly takes hold by dint of a {@spell lesser restoration} spell or similar magic." + ] + } + ], + "attachedItems": [ + "greatsword|phb" + ], + "traitTags": [ + "Shapechanger" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "petrified", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Somewhere out among the planes, possibly amid the craziness of Limbo or maybe on a demiplane of a wild wizard, the curse of lycanthropy warped and frayed, ensnaring a traveler locked in combat with a basilisk. When the fight was done, only the traveler remained. The basilisk somehow had been subsumed. Only later was the curse of lycanthropy revealed.", + { + "type": "inset", + "entries": [ + "Werebasilisks are usually encountered alone, often at the dark of the moon on a Material Plane world, though those with control can retain their hybrid form indefinitely." + ] + }, + { + "type": "entry", + "name": "Hybrid Horror.", + "entries": [ + "Lycanthropes usually have three forms: humanoid, animal, and hybrid. A werebasilisk has only a humanoid and hybrid form. In their hybrid form, the lower half of their body becomes a scaled, six-legged reptilian monstrosity. Centaur-like, the upper portion of their body is humanoid; however, the scales and jagged back-crest rise up the spine and onto their heads, and their eyes are hollow pits containing a fell bluish glow. A hybrid may wield the weapons of its humanoid form, or it may choose to use its claws and fearsome petrifying gaze in combat." + ] + }, + { + "type": "entry", + "name": "Dark of the Moon.", + "entries": [ + "As with other lycanthropes, individual werebasilisks vary. Kind-hearted ones, horrified by what happens to them during the dark of the moon, live alone, seeking to leave their home plane of existence entirely. But evil werebasilisks revel in their capacity to transform. They are eager to learn the trick of change so they can remain in their hybrid form as long as possible, spreading terror and leaving a wake of petrified, half-eaten victims." + ] + }, + { + "type": "entry", + "name": "Control Comes With Practice.", + "entries": [ + "Those who embrace what they are, and those with the will to understand that only through practice can they master themselves, eventually learn to harness their transformation so it happens only when they wish it. When they change, the hybrid form and the humanoid form remember events from both perspectives, their minds becoming one." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Werebasilisk.webp" + } + } + ] + } + }, + { + "name": "Winter Herald", + "source": "PB5E", + "page": 152, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 97, + "formula": "13d8 + 39" + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 18, + "dex": 12, + "con": 16, + "int": 14, + "wis": 12, + "cha": 17, + "save": { + "dex": "+4", + "con": "+6", + "wis": "+4", + "cha": "+6" + }, + "skill": { + "arcana": "+5", + "perception": "+4", + "persuasion": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Primordial" + ], + "cr": "7", + "trait": [ + { + "name": "Magic Weapons", + "entries": [ + "The herald's weapon attacks are magical." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The herald regains 10 hit points at the start of its turn if it has at least 1 hit point." + ] + }, + { + "name": "Tactical Stench", + "entries": [ + "When the herald uses a bonus action to enable this ability, a creature that starts their turn within 5 feet of the herald must make a successful {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of their next turn. A successful saving throw makes the creature immune to the herald's stench for 24 hours. The herald can use a bonus action to disable this ability." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the herald has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Winter Blessed", + "entries": [ + "The herald has advantage on saving throws against turning. If turned, the herald can repeat its saving throw each round on its turn to end the effect early." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The herald makes two claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage and 2 ({@damage 1d4}) cold damage. If the target is a creature other than an undead, they must make a successful {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target takes 5 ({@damage 2d4}) cold damage each round at the beginning of their turn. The {@condition paralyzed} target repeats the saving throw at the end of each of their turns, ending the effect on a success." + ] + }, + { + "name": "Cold Explosion {@recharge}", + "entries": [ + "A point the herald can see within 150 feet freezes with a tremendous crack into an explosion of ice. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 14} Dexterity saving throw. A target takes 28 ({@damage 8d6}) cold damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Storm of Ice {@recharge}", + "entries": [ + "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point the herald can see within 300 feet. Each creature in the cylinder must make a {@dc 14} Dexterity saving throw. A creature takes 31 ({@damage 7d8}) bludgeoning damage and 14 ({@damage 4d6}) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of the herald's next turn." + ] + }, + { + "name": "Greater Invisibility {@recharge}", + "entries": [ + "The herald or a creature it touches, plus their clothing and equipment, becomes {@condition invisible} for 1 minute." + ] + }, + { + "name": "Fly (3/Day)", + "entries": [ + "The herald or a creature it touches gains a flying speed of 60 feet for ten minutes." + ] + }, + { + "name": "Shift Plane", + "entries": [ + "A herald can travel into any dimension it knows about, or into any dimension where the Tomb of Winter is or soon will be." + ] + } + ], + "traitTags": [ + "Magic Weapons", + "Regeneration", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "P" + ], + "damageTags": [ + "B", + "C", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "paralyzed", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A Winter herald is blessed by the {@creature tomb of winter|PB5E|Tomb of Winter} to act as Winter's prophet.", + { + "type": "inset", + "entries": [ + "Sometimes Winter heralds are tasked with exploring secret places in the multiverse that haven't been visited since the beginning of time, looking for \"signs of change.\"" + ] + }, + { + "type": "entry", + "name": "Ghoul Born.", + "entries": [ + "Winter heralds are created or raised up from ghouls. However, the voracious hunger most ghouls constantly feel is quenched in the herald by its devotion to the Tomb of Winter. In gratitude for that peace, a herald pledges to serve the ancient primordial's mysterious goals. Usually, those goals are to pacify the living, announce the coming of Winter, and talk other powerful intelligent undead into considering the advantages of an alliance with their lord, possibly by conveying Winter's Blessing, which protects undead against turning." + ] + }, + { + "type": "inset", + "entries": [ + "A Winter herald is usually encountered by itself or in the company of other undead it wishes to convince to join Winter's fold." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Winter-Herald.webp" + } + } + ] + } + }, + { + "name": "Worm Queen", + "source": "PB5E", + "page": 153, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 104, + "formula": "16d8 + 32" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 23, + "dex": 12, + "con": 14, + "int": 12, + "wis": 11, + "cha": 14, + "save": { + "dex": "+9", + "con": "+5", + "cha": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "paralyzed", + "poisoned", + "stunned", + "unconscious" + ], + "languages": [ + "Common and either Abyssal or Infernal" + ], + "cr": "7", + "trait": [ + { + "name": "Worm Droppings", + "entries": [ + "A creature that hits the worm queen with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) piercing damage from the worms that drop onto the creature and bite." + ] + }, + { + "name": "Consume From Within", + "entries": [ + "If the worm queen reduces a target to 0 hit points, the worms already infesting the target devour them completely as a bonus action, leaving only the target's equipment and a squirming pile of fat worms that disperse over the next few rounds. To avoid this fate, the target must succeed on a {@dc 15} Constitution saving throw. Success means that something about the target's physiology puts the worms off, and they leave the target to make death saving throws normally. If the target is consumed, they can't be restored to life with spells that require some portion of the corpse as a basis for the spell. A {@spell wish} spell can return the target to life, but only if the caster succeeds on a {@dc 15} spellcasting check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The worm queen makes two bash attacks." + ] + }, + { + "name": "Bash", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) piercing damage from worms that jump the gap and bite, or half as much piercing damage with a successful {@dc 15} Dexterity saving throw." + ] + }, + { + "name": "Worm Portal (1/Day)", + "entries": [ + "The worm queen summons three worm swarms (use {@creature swarm of insects} stats). The swarms appear in the nearest open spaces next to the queen, squirming up from the ground. The swarms obey the worm queen, remaining for up to 1 hour before they disperse.", + "As a special use of this ability, the worm queen can \"use up\" two of the worm swarms to fashion a portal of worms that leads to the Nine Hells, the Abyss, or wherever the deal was made that created the worm queen in the first place. The portal lasts for 1 minute or until the worm queen uses it to escape." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Wriggling and burrowing, flesh-eating maggots and worms interpenetrate the remains of a monarch, still dressed in the ragged finery of the reign, but whose flesh is nothing more than writhing lengths of sinuous, boneless, and eyeless bodies. Animate but not undead, the whole is greater than the sum of its tunneling parts.", + { + "type": "inset", + "entries": [ + "A worm queen may be served by two to eight {@creature skeleton|MM|skeletons}, plus a larger \"court\" of various lowly creatures who spy for the monarch." + ] + }, + { + "type": "entry", + "name": "Called by a Curse.", + "entries": [ + "If a mortal monarch is unjustly dethroned and thrown into the dungeons to rot, a worm queen\u2014or worm king or worm sovereign\u2014could rise up from the rancid anger of power interrupted trapped in the remains left behind. Usually, this happens only if the deposed ruler calls down a curse on whoever acted against them, asking for the aid of a god of vengeance, demon of the Abyss, or devil from the Nine Hells looking to make a deal. In return for their soul being transported to the Outer Planes, their corpse becomes the instrument of their revenge." + ] + }, + { + "type": "entry", + "name": "Overlord of the Underground.", + "entries": [ + "A worm queen is most interested in gaining vengeance on the perpetrator of their overthrow. However, they retain a spark of subtle intelligence and know that if they stumble up into the light, they'll likely be struck down quickly. Which is why they sink into the earth, looking for lesser minions to rule over and command. That could include lesser undead but also other monstrosities and those wronged by whoever now leads above in the light." + ] + }, + { + "type": "entry", + "name": "Cursed Gate to the Outer Planes.", + "entries": [ + "The longer a worm queen is active, the more other creeping creatures in the earth become agitated. Eventually, worms may come together, concentrating the magic of the curse in a new way not intended by the deposed monarch to create a gate back to the plane where the deal was initiated. Through this gate may come demons, devils, and related creatures to cause far more harm to the realm than was hoped for when vengeance was first sworn." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Worm-Queen.webp" + } + } + ] + } + }, + { + "name": "Xenophage Defender", + "source": "PB5E", + "page": 154, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d10 + 33" + }, + "speed": { + "walk": 10, + "swim": 30 + }, + "str": 18, + "dex": 10, + "con": 17, + "int": 5, + "wis": 14, + "cha": 5, + "skill": { + "perception": "+4" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 16, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "4", + "trait": [ + { + "name": "Move Through Flesh", + "entries": [ + "The xenophage defender can move through living creatures as if they were difficult terrain. It and the target are both {@condition restrained} if the xenophage ends its turn inside a living creature, their flesh partially comingled. The target can make a {@dc 14} escape check to try to pull themselves free of the mingled flesh. Until this coterminous situation ends, the target takes 10 force damage at the end of their turn, and the xenophage heals 10 hit points simultaneously. The target can repeat the saving throw at the beginning of each of their turns, pulling themself free as their action on a success." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The xenophage defender makes two tendril attacks." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage. If the xenophage used Move Through Flesh to end its turn in a living creature so that both are {@condition restrained}, the xenophage's attack against that target does not have disadvantage." + ] + } + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "MW", + "RCH" + ] + }, + { + "name": "Xenophage Watcher", + "source": "PB5E", + "page": 154, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 138, + "formula": "12d12 + 60" + }, + "speed": { + "walk": 10, + "swim": 50 + }, + "str": 23, + "dex": 10, + "con": 21, + "int": 9, + "wis": 14, + "cha": 5, + "skill": { + "perception": "+6" + }, + "senses": [ + "blindsight 120 ft." + ], + "passive": 18, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "8", + "trait": [ + { + "name": "Move Through Flesh", + "entries": [ + "The xenophage watcher can move through living creatures as if they were difficult terrain. It and the target are both {@condition restrained} if the watcher ends its turn inside a living creature, their flesh somewhat comingled. A living creature can make a {@dc 17} escape check to try to pull themselves free of the mingled flesh. Until this coterminous situation ends, the target takes 10 force damage at the end of their turn, and the xenophage heals 10 hit points simultaneously. The target can repeat the saving throw at the beginning of each of their turns, pulling themself free as their action on a success." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The xenophage watcher makes two tendril attacks." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) bludgeoning damage. If the xenophage used Move Through Flesh to end its turn in a living creature so that both are {@condition restrained}, the xenophage's attack against that target does not have disadvantage." + ] + } + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Xenophage are guardians and soldiers of a handful of living demiplanes in the Deep Ethereal. However, they are also predators, sometimes emerging from their dimension to hunt other worlds.", + { + "type": "inset", + "entries": [ + "Xenophage watchers and defenders usually hunt alone, slipping through dimensional cracks to other planes when possible." + ] + }, + { + "type": "entry", + "name": "Hunters and Watchers.", + "entries": [ + "Bulbous xenophage defenders and watchers flock in small groups, swimming like strange fish over the gently waving strands of naked veins and arteries. Sometimes, sensing a connection to possible prey beyond their own realm, they transfer via mystic arterial connections into worlds where they can feed on living creatures." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Xenophage-Defender.webp" + } + } + ] + } + }, + { + "name": "Yox", + "source": "PB5E", + "page": 155, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 184, + "formula": "16d12 + 80" + }, + "speed": { + "walk": 40, + "fly": 30 + }, + "str": 21, + "dex": 10, + "con": 21, + "int": 14, + "wis": 13, + "cha": 17, + "save": { + "con": "+10", + "wis": "+6" + }, + "skill": { + "perception": "+9" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 19, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Modron plus the languages of creatures it has absorbed" + ], + "cr": "12", + "trait": [ + { + "name": "Aberrant Aura", + "entries": [ + "The yox is surrounded by an aura of chaos that affects foes' minds. Each creature that starts their turn within 20 feet of the yox must succeed on a {@dc 14} Wisdom saving throw. On a failure, the creature can't take reactions until the start of their next turn and rolls a {@dice d10} to determine what they do during their turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all their movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within their reach or does nothing if they can't make such an attack. On a 9 or 10, they can act and move normally." + ] + }, + { + "name": "Multiple Heads", + "entries": [ + "A yox has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, and knocked {@condition unconscious}." + ] + }, + { + "name": "Reactive Resistance", + "entries": [ + "As a bonus action, a yox can grant itself resistance to one type of energy damage (defaulting to fire resistance). The yox usually changes its resistance to whatever kind of energy damage harmed it on its last turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The yox makes four attacks: one bite, plus up to three other attacks using its limbs or javelins in any combination." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage. If the target is killed by this damage, they are absorbed into the yox." + ] + }, + { + "name": "Limb", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is killed by this damage, they are absorbed into the yox." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 11} to hit, reach 10 ft. or range 30/120 ft., one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage." + ] + } + ], + "attachedItems": [ + "javelin|phb" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "OTH" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW", + "THW" + ], + "savingThrowForced": [ + "wisdom" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "A yox is a horrid mishmash of limbs, tiny wings, eyes, and mouths from many creatures, plus random metal parts. Its body is arranged somewhat like a starfish, with a flat body and its limbs around the edge.", + { + "type": "inset", + "entries": [ + "A yox is always encountered alone. If two yoxes find each other, either both are torn apart trying to absorb the other, or both become disoriented and wander off." + ] + }, + { + "type": "entry", + "name": "Corrupted Law Creature.", + "entries": [ + "It is commonly believed that the first yox was created when a squadron of modrons became trapped in a bubble of pure chaos and were fused together into one erratic, insane creature. The fact that yox are usually encountered in Limbo or planes adjacent to it supports this belief." + ] + }, + { + "type": "entry", + "name": "Wild Hunter.", + "entries": [ + "A yox's behavior is unpredictable. It might approach a group of travelers and scream at them before leaving, attempt to kill and consume a foe, follow others at a safe distance for minutes or hours, or remain still and observant despite any attempts to interact with it." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Yox.webp" + } + } + ] + } + }, + { + "name": "Ysgard Nemesis", + "source": "PB5E", + "page": 155, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d10 + 54" + }, + "speed": { + "walk": 30, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 14, + "con": 16, + "int": 10, + "wis": 10, + "cha": 11, + "save": { + "str": "+11", + "dex": "+5" + }, + "skill": { + "athletics": "+8", + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "immune": [ + "cold", + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Celestial", + "Common" + ], + "cr": "6", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The Ysgard nemesis is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The Ysgard nemesis has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Icy Precipitate", + "entries": [ + "The nemesis's mere presence creates slippery, icy conditions. As a bonus action, the environment within a 20-foot sphere centered on the nemesis is coated in a thin layer of ice, turning it into difficult terrain. Each creature standing in the affected area must succeed on a {@dc 15} Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends their turn there must also succeed on a {@dc 15} Dexterity saving throw or fall {@condition prone}." + ] + }, + { + "name": "Immortal Nemesis", + "entries": [ + "If a Ysgard nemesis is destroyed and its helm or some other portion of its metallic armor remains afterward, the nemesis rebuilds a new body in {@dice 1d10} days from that piece, regaining all its hit points and becoming active again. This rebuilding can be prevented by completely destroying the armor, such as by melting it down in a forge." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Ysgard nemesis makes two icy slam attacks." + ] + }, + { + "name": "Icy Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage and 7 ({@damage 2d6}) cold damage." + ] + }, + { + "name": "Glacial Blast {@recharge 5}", + "entries": [ + "The Ysgard nemesis emits the essence of Ysgard's icy caverns in a line 20 feet long and 5 feet wide. Any creature in the line takes 26 ({@damage 4d12}) cold damage, or half damage with a successful {@dc 15} Dexterity saving throw." + ] + }, + { + "name": "Ice Storm of Vengeance", + "entries": [ + "If the Ysgard nemesis is defeated, an ice storm spirals from the creature's form, filling a 20-foot sphere centered on it. A creature within the area takes 19 ({@damage 3d12}) cold damage, or half damage with a successful {@dc 15} Dexterity saving throw." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE" + ], + "damageTags": [ + "B", + "C" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Ysgard nemeses were constructed by dwarves of Ysgard to seek out foes of their realm, especially dragons, and as dangerous training partners against which they could test their own mettle. However, most Ysgard nemeses have since broken free of their original crafters' tight commands. They now roam the planes of existence looking for others to challenge without apparent regard for the merit of that challenge.", + { + "type": "inset", + "entries": [ + "Ysgard nemeses can be encountered alone or in small fireteams of two or three." + ] + }, + { + "type": "entry", + "name": "Limited Legion.", + "entries": [ + "Thankfully, only a limited number of Ysgard nemeses remain. Unfortunately, that number is rumored to be just short of a thousand individual constructs. Worse, they apparently come back once destroyed and, if they can, try to track down those responsible for destroying them during their previous interaction." + ] + }, + { + "type": "entry", + "name": "Allies of the Moment.", + "entries": [ + "Talk of heroism, vengeance, and other stories from which myths could one day follow can potentially sway a Ysgard nemesis to seek out and challenge someone other than a character who has initially caught their eye. But such alliances never last long." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Ysgard-Defender.webp" + } + } + ] + } + }, + { + "name": "Zeitgebar Witness", + "source": "PB5E", + "page": 157, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 147, + "formula": "14d12 + 56" + }, + "speed": { + "walk": 30, + "burrow": 20 + }, + "str": 21, + "dex": 10, + "con": 19, + "int": 14, + "wis": 13, + "cha": 17, + "save": { + "dex": "+4", + "con": "+8", + "wis": "+5", + "cha": "+7" + }, + "skill": { + "perception": "+9" + }, + "senses": [ + "truesight 30 ft.", + "darkvision 120 ft." + ], + "passive": 19, + "immune": [ + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common and dozens of other languages" + ], + "cr": "9", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The witness has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The witness makes three tentacle attacks." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage." + ] + }, + { + "name": "Beams of Unsympathetic Observation {@recharge 4}", + "entries": [ + "The witness attacks up to three separate creatures within 120 feet with magical beams directed from lumps along its body. Each creature targeted must make a {@dc 16} Dexterity saving throw, taking 44 ({@damage 8d10}) radiant damage on a failed save, or half as much damage on a successful one. Living creatures must also succeed on a {@dc 15} Constitution saving throw or their hit point maximum is reduced by 14 ({@dice 4d6}). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest or until they receive a {@spell greater restoration} spell or comparable magic." + ] + }, + { + "name": "Burrow Through the Multiverse (1/Day)", + "entries": [ + "While burrowing, the witness gains the benefit of the {@spell plane shift} spell, but only for itself." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "R" + ], + "miscTags": [ + "HPR", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity" + ], + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Appalling and alien, the burrowing thing known as a zeitgebar witness is rumored to be a spy from a plane utterly bizarre in its inhabitants, or perhaps a place beyond even those of the Far Realm. The creature is at least 20 feet long with lumpy metallic skin, is formed of what seems like two or more braided bodies, and has a single, staring eye that gives off brilliant light.", + { + "type": "inset", + "entries": [ + "Zeitgebar witnesses are usually encountered alone or in the presence of other aberrations." + ] + }, + { + "type": "entry", + "name": "Gazing Obsession.", + "entries": [ + "Zeitgebar witnesses move from one obsession to the next, during which time they stare at that subject for hours, days, or even weeks at a time, taking in obvious and subtle information as they do so. A likely subject of their attention could be a portal, a strange device, a corpse, or what looks to others like a strange spot on the wall of an ancient ruin. It's hard to know what will draw a witness's attention. Sometimes they seem to know when something of import is going to happen before it does, and they show up a few hours or days ahead of time to stare at the area where that event\u2014perhaps a collision, a fight, or something odd falling out of the sky\u2014eventually occurs." + ] + }, + { + "type": "entry", + "name": "Directional Threat or Reasonable Entity.", + "entries": [ + "If a creature comes within 30 feet of a zeitgebar witness from almost any direction, the witness is potentially startled and could become aggressive. However, if approached from the front (the direction of its gaze), it remains peaceful and open to interaction, unless attacked. A witness speaks a variety of languages with a strangely artificial voice. The creature may provide an interesting piece of information, but only if the PCs have something interesting to say about the object or area the witness is already studying." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/itsatraaaaap/homebrew/master/_img/PB5E/Zeitgebar-Witness.webp" + } + } + ] + } + } + ] +} diff --git a/creature/Dungeon Dad; Dungeon Dad Statblocks.json b/creature/Dungeon Dad; Dungeon Dad Statblocks.json index 7c35f11bb3..b9a193a97b 100644 --- a/creature/Dungeon Dad; Dungeon Dad Statblocks.json +++ b/creature/Dungeon Dad; Dungeon Dad Statblocks.json @@ -13,12 +13,12 @@ "Genocide-Games", "Cadowtin" ], - "version": "0.5.0" + "version": "0.6.0" } ], "dateAdded": 1669666516, - "dateLastModified": 1697302097, - "_dateLastModifiedHash": "37e56d0899" + "dateLastModified": 1702608194, + "_dateLastModifiedHash": "2b2e55aea9" }, "monster": [ { @@ -24376,160 +24376,6 @@ "MW" ] }, - { - "name": "Skinwalker", - "size": [ - "M" - ], - "type": { - "type": "aberration", - "tags": [ - "demon" - ] - }, - "source": "DungeonDadStatblocks", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "shield + natural armour" - ] - } - ], - "hp": { - "formula": "10d8 + 50", - "average": 95 - }, - "speed": { - "walk": 40 - }, - "str": 18, - "dex": 16, - "con": 20, - "int": 10, - "wis": 14, - "cha": 15, - "passive": 12, - "cr": "5", - "fluff": { - "entries": [ - "This humanoid figure is armed with a sturdy club bearing jagged ridges of obsidian and a shield that displays the image of a multi-headed beast wrapped with tentacles. They wear what appears to be the hide of a demonic lion. The underside of this pelt is raw muscle, fusing to the person's skin and becoming one with them. The beast's head rears up around the person's head, while its arms, hanging down from the warrior's shoulders, writhe like snakes ready to strike.", - "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one.", - "Ancient Weaponry Many cults of Demogorgon have existed far before the current age of civilization. While most certainly mad, these cults often uphold the traditions that have prevailed since their inception, particularly in their tools of bloodshed. The macuahuitl is one such weapon. While not invented by one such cult, it was common use in the time when many cults of Demogorgon held their apex of power. A brutal weapon, the macuahuitl is a fine club crafted to house dozens of extremely sharp obsidian shards. This weapon is unparalleled in raw destructive power, however it is quite fragile, and often in the ferocity of battle the obsidian elements will break, crack, or find themselves in need of replacement. ", - "Natural Poisons Skinwalkers are fond of augmenting their attacks with poison. As survivalists they are extremely knowledgeable when discerning which plants and other natural elements can be used to inflict terrible pain. Their constant exposure to such substances has granted them a degree of resistance to their own poisons as well as a terrific offensive option." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "http://3.bp.blogspot.com/-jveRxlZARJc/Th4JdLs-TyI/AAAAAAAAAxI/_93MLF0sB04/s1600/skinwalker.png" - } - } - ] - }, - "senses": [ - "darkvision 60 ft." - ], - "senseTags": [ - "D" - ], - "languages": [ - "Abyssal", - "Common" - ], - "languageTags": [ - "AB", - "C" - ], - "skill": { - "athletics": "+7", - "stealth": "+6" - }, - "resist": [ - "poison" - ], - "conditionImmune": [ - "frightened", - "poisoned" - ], - "trait": [ - { - "name": "Empathic Link", - "entries": [ - "Skinwalkers share a communal awareness, allowing them to sense the location and emotional state of other nearby skinwalkers. Any that are within 60 feet of each other are in consistent contact and are able to tap into each other's senses, meaning that if one of them is able to see something, they all can, or if one of them is able to hear something, they all can. No skinwalker is considered flanked unless all skinwalkers within 60 feet are flanked." - ] - }, - { - "name": "Keen Hearing and Smell", - "entries": [ - "The skinwalker has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." - ] - } - ], - "traitTags": [ - "Keen Senses" - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The skinwalker makes two claw attacks and two other melee attacks, or two attacks with its longbow." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", - "{@h}7 ({@damage 1d6 + 4}) slashing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." - ] - }, - { - "name": "Macuahuitl", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", - "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired." - ] - }, - { - "name": "Shield Bash", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", - "{@h}6 ({@damage 1d4 + 4}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." - ] - }, - { - "name": "Longbow", - "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature.", - "{@h}7 ({@damage 1d8 + 3}) piercing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." - ] - } - ], - "actionTags": [ - "Multiattack" - ], - "conditionInflict": [ - "poisoned", - "prone" - ], - "damageTags": [ - "B", - "I", - "P", - "S" - ], - "miscTags": [ - "MW", - "RW", - "RNG" - ], - "tokenUrl": "https://i.imgur.com/t5cKaRZ.png" - }, { "name": "Chillfire Destroyer", "size": [ @@ -37625,200 +37471,5187 @@ "intelligence", "wisdom" ] - } - ], - "legendaryGroup": [ + }, { - "name": "Yellow Dragon", + "name": "Spanner", + "size": [ + "G" + ], + "type": "monstrosity", "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } + "alignment": [ + "N" ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "ac": [ { - "type": "list", - "items": [ - "The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone.", - "A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon's lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.", - "The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn." + "ac": 18, + "from": [ + "natural armor" ] } ], - "regionalEffects": [ - "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "hp": { + "formula": "10d20 + 40", + "average": 145 + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 17, + "dex": 5, + "con": 18, + "int": 10, + "wis": 15, + "cha": 8, + "passive": 12, + "cr": "5", + "fluff": { + "entries": [ + "This cobblestone bridge looks entirely unassuming to the average viewer. But beneath the facade, lies a sentient creature, eager for conversation with those who would walk across it. ", + "Living Bridges. Spanners are living, intelligent, stone bridges. Nobody knows where these creatures first originated, but most scholars believe they began as mimics who were altered by arcane magic and twisted into the form of a bridge. They likely served as guardians and sentries for their creator's lair. Since then though, spanners have migrated through the countryside and spread far and wide the world over. They are known to come in all shapes and sizes, sometimes as a relatively small stone bridge across a brook, other times as a massive stone connector bridging impossibly long gaps. Nobody knows how, or if, they reproduce, but the assumption is that once a single individual reaches a massive size, they split into two separate entities and go their own way. ", + "Gossiping Infrastructure. These creatures are of average intelligence and fully capable of communicating with spoken word. They have a low, gravelly voice that rumbles the rest of the creature's body while they speak. Spanners love to listen in on what those walking across their back have to say. They are particularly fond of good gossip and stories about far off lands. While most spanners are content to lay idle for years at a time, some specimens are more outspoken and actively prevent creatures from walking over them unless they can provide the spanner with an interesting tale or bit of information. ", + "Protective by Nature. Spanners have no natural end to their lifespan, and as such, will sometimes stay in one place for hundreds of years if the locale is to their liking. Those that are of more social inclination often form relationships with people who cross them regularly. A spanner that provides transport over a river in and out of a small town is liable to know all the merchants, hunters, guardsmen, or anyone else that comes and goes from town frequently. Even if the creature chooses to keep its true nature hidden, it likely knows a lot about the people in town due to its interest in listening to others as they walk across it. This can make them a valuable source of information. Spanners also take great lengths to protect those it cares about from harm. Bandits seeking to cross the spanner in order to raid a village on the other side might find the bridge actively fighting back or simply moving to prevent their crossing. They also seem to have a soft spot for wildlife, freely allowing animals to cross their bodies, and punishing poachers or other individuals it sees as abusive to the natural world. " + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://img.youtube.com/vi/mvv81nWJlrk/maxresdefault.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/vL4oQiV.png", + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "senses": [ + "darkvision 60 ft.", + "tremorsense 120 ft." + ], + "senseTags": [ + "D", + "T" + ], + "resist": [ + "piercing", + "slashing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned", + "prone" + ], + "trait": [ { - "type": "list", - "items": [ - "High velocity winds ravage the landscape within 6 miles of the dragon's lair.", - "Any body of water within 6 miles of the dragon's lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.", - "The area within 1 mile of the dragon's lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt." + "name": "False Appearance (Mimic)", + "entries": [ + "While the spanner remains motionless, it is indistinguishable from an ordinary bridge." ] }, - "If the dragon dies, any water that would not typically have sat in it returns to normal within {@dice 1d10} days and the winds return to normal immediately." - ] - }, - { - "name": "Stellar Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ { - "source": "FTD" - } - ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "name": "Living Bridge", + "entries": [ + "The spanner takes up its entire space. Other creatures can enter the space, but a creature that does so is considered to be on the spanner's body. " + ] + }, { - "type": "list", - "items": [ - "Light erupts from the many brilliant crystals within the layer. All creatures of the dragon's choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.", - "Teleportation magic surges and causes every creature of the dragon's choice within the lair be teleported 30 feet in a random direction.", - "Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage." + "name": "Very Difficult Terrain", + "entries": [ + "At the start of the spanner's turn, it can use a bonus action to try and move any creatures that are currently standing on its body either by rocking back and forth to throw them off, or by magically opening and closing a hole on its body that may cause a creature to fall through. In either case, one creature of the spanner's choosing must succeed on a {@dc 16} Dexterity Saving Throw or be moved up to 10 feet in a direction of the spanner's choosing (including space below the spanner)." ] } ], - "regionalEffects": [ - "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "traitTags": [ + "False Appearance" + ], + "action": [ { - "type": "list", - "items": [ - "Recalling information becomes difficult within 1 mile of the dragon's lair, as the dragon's magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.", - "The local fauna within 1 mile of the dragon's lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.", - "All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade." + "name": "Multiattack", + "entries": [ + "The spanner makes two slam attacks." ] }, - "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}14 ({@damage 2d10 + 3}) bludgeoning damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "savingThrowForced": [ + "dexterity" + ], + "miscTags": [ + "MW" ] }, { - "name": "Purple Dragon", + "name": "Wheep", + "size": [ + "M" + ], + "type": "undead", "source": "DungeonDadStatblocks", - "additionalSources": [ + "alignment": [ + "L", + "E" + ], + "ac": [ { - "source": "FTD" + "ac": 18, + "from": [ + "natural armor" + ] } ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "hp": { + "formula": "25d8 + 25", + "average": 137 + }, + "speed": { + "walk": 30 + }, + "str": 26, + "dex": 16, + "con": 12, + "int": 6, + "wis": 14, + "cha": 20, + "passive": 16, + "cr": "10", + "fluff": { + "entries": [ + "This creature's skin is cracked and creased, practically sloughing off around its joints. Its eyes are two empty, tenebrous, pits that leak a vile black ichor which flows down its face and body, coating its clawed limbs. As the ichor fills the creature's mouth it bubbles and splatters about, stifling the endless wailing of the undead into a gurgling keen. ", + "Servants of Undeath. Wheeps are undead servants of more powerful unliving creatures such as liches, vampire lords, and death knights. They are primarily found in the company of their master, acting as body guards. Despite their gaunt and sickly appearance, they are blessed with unholy strength, fuelled by their undead sorrow. When not in the immediate presence of their master, wheeps are commonly sent on missions to act as emissaries and messengers, destined to deliver fell omens and warning on behalf of their lord. Wheeps are also occasionally sent on missions to infiltrate well-protected cemeteries in order to procure the remains of particularly powerful and heroic individuals that might be twisted into service by their unliving lord.", + "Woeful Existence. The ichor that pours from the wheep's eyes is a deadly poison that coats its claws and fills its mouth. The ichor is seemingly endless and pours out of the wheep's empty eye sockets in abundance as a byproduct of the profane magic used to create the creature. In life, wheeps were individuals who have been completely overtaken with sorrow. Often after the destruction of a city at the hands of an undead army, the necromancer in command will seek out what few survivors remain and select the most despondent among them to \"ascend\". Once a wheep is created it knows only sadness and cruelty. ", + "Undead Nature. A wheep doesn't require air, food, drink, or sleep." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/e/e6/Wheep.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/nOP7Qw3.png", + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "senses": [ + "blindsight 60 ft." + ], + "senseTags": [ + "B" + ], + "save": { + "str": "+12", + "dex": "+7", + "con": "+5", + "int": "+2", + "wis": "+6", + "cha": "+9" + }, + "skill": { + "perception": "+6" + }, + "resist": [ { - "type": "list", - "items": [ - "A tunnel collapses in a 20-foot radius centered on a point within 120 feet of the dragon. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by falling rocks. A creature can use an action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach. This may also cause a new pathway to open up at the DM's discretion.", - "The dragon attempts to slip away into one of the many interconnected tunnels of the lair. If no tunnel is easily accessible, it will smash a hole in a nearby wall, creating a new opening it can move through to escape into its lair. As part of this lair action, the purple dragon may attempt a stealth check to remain hidden.", - "The dragon sunders the wall of its lair causing jagged fragments of hardened rock previously melted by the dragon's plasma breath flying towards a 20-foot area the dragon can see that is within 120 feet. All creatures in the area take 26 (4d12) piercing damage, or half as much on a successful DC 15 Dexterity saving throw." + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + }, + { + "resist": [ + "cold", + "fire", + "lightning", + "thunder" ] } ], - "regionalEffects": [ - "The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "immune": [ + "acid", + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ { - "type": "list", - "items": [ - "A veil of darkness enshrouds the land within 1 mile of the dragon's lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.", - "The numerous tunnels into the ground have given rise to many strange creatures that are typically only found in deep caves and underground lairs. Basilisks, trolls, minotaurs, and other subterranean creatures are much more common than they otherwise would be. Undead creatures are also frequently present due to the purple dragon's potential disruption to underground gravers and catacombs.", - "Any creature who walks on a surface touching the ground within half a mile of the dragon's lair and weighs at least 10 pounds can be detected as though with tremorsense by the dragon." + "name": "Poison Tears", + "entries": [ + "Whenever the wheep hits a creature with a bite or claw attack the target must succeed on a {@dc 16} Charisma Saving Throw or become {@condition poisoned} for an hour. While {@condition poisoned} the creature takes {@damage 4d6} necrotic damage at the start of each of their turns. " ] }, - "If the dragon dies, the shroud of darkness is lifted immediately and the caves of its lair will slowly fill in and collapse over the course of one year." - ] - }, - { - "name": "Contemplator", - "lairActions": [ - "On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator uses it's lair action to cause one of the following effects. It can't use the same effect two rounds in a row.", { - "type": "list", - "items": [ - "The island quakes violently, each creature on the ground must make a DC 18 dexterity saving throw or be knocked prone.", - "Thick Green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.", - "The contemplator alters the flow of time on the island for mere seconds. Every creature re-rolls initiative. The contemplator can choose to not re-roll." + "name": "Turn Resistance", + "entries": [ + "The wheep has advantage on saving throws against any effect that turns undead." ] - } - ], - "regionalEffects": [ - "A contemplator's lair have any or all of the following effects in place.", + }, { - "type": "list", - "items": [ - "The first time a creature with an intelligence score of 3 or more sets foot on the island, the contemplator becomes aware of their presence and location.", - "Fog lightly obscures the sea (or air) within 6 miles of the lair.", - "Creatures within 1 mile of the lair feel much more inquisitive then usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means." + "name": "Wheeping Dirge", + "entries": [ + "As a bonus action the wheep can begin crying out with a gut-wrenching cadence that can be heard by creatures up to 360 feet away. Any creature that hears the wheep's mournful cries must succeed on a {@dc 16} Wisdom Saving Throw or be {@condition frightened} of the wheep. A {@condition frightened} creature can repeat this saving throw at the start of each of their turns. A creature who successfully saves against the weeping dirge is immune to its effects for 24 hours." ] } ], - "source": "DungeonDadStatblocks" - }, - { - "name": "Orange Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } + "conditionInflict": [ + "charmed", + "frightened", + "poisoned" ], - "lairActions": [ - "Orange dragons make their home along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favour such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by travelling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest.", - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "traitTags": [ + "Turn Resistance" + ], + "action": [ { - "type": "list", - "items": [ - "The ground splits open, allowing water to rush in, covering a 30 foot radius centred on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swim speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", - "The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a successful DC 15 Dexterity saving throw.", - "Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within the area when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute." + "name": "Multiattack", + "entries": [ + "The wheep makes three attacks, one with its bite and two with its claws. " ] - } - ], - "regionalEffects": [ - "The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + }, { - "type": "list", - "items": [ - "Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.", - "All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colours. All flowers in this area also give off a sickly sweet aroma.", - "Portions of the undergrowth within 6 miles is imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common." + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one creature.", + "{@h}11 ({@damage 1d6 + 8}) piercing damage plus 7 ({@damage 2d6}) poison damage." ] }, - "If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days." - ] - }, - { - "name": "Gray Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ { - "source": "FTD" - } - ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", + "{@h}12 ({@damage 1d8 + 8}) slashing damage plus 7 ({@damage 2d6}) poison damage. " + ] + }, { - "type": "list", - "items": [ - "The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 ({@damage 4d6}) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10).", - "The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.", - "Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 ({@damage 2d10}) piercing damage and be knocked prone. The area also becomes difficult terrain." + "name": "Curse of Empathy {@recharge 4}", + "entries": [ + "The wheep targets a creature it can see within 60 feet and attempts to infect its mind with its horrid wailing. The target must succeed on a {@dc 16} Charisma Saving Throw or be {@condition charmed} by the wheep for 1 hour. The creature can attempt to make a saving throw to end this effect at the end of each of their turns. While {@condition charmed} in this way any time the wheep takes damage the target takes half that amount of damage rounded down. The damage dealt to the {@condition charmed} target is necrotic, regardless of the type of damage taken by the wheep." ] } ], - "regionalEffects": [ - "The region containing a legendary gray dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", - { - "type": "list", - "items": [ - "It becomes very difficult to cover your tracks within 10 miles of the dragon's lair. Magic that obscures the trail left behind by a creature doesn't function, and creature's make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed.", - "Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled.", - "Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell's effect." - ] - }, - "If the dragon dies the animals in the area remain oversized, however their aggression level returns to normal and any of their future offspring will be of normal size. All other effects end immediately." + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "savingThrowForced": [ + "charisma", + "wisdom" ] }, { - "name": "Brown Dragon", + "name": "Dream Vistage", + "size": [ + "H" + ], + "type": "undead", "source": "DungeonDadStatblocks", - "additionalSources": [ + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "22d12 + 66", + "average": 209 + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 17, + "int": 18, + "wis": 20, + "cha": 20, + "passive": 20, + "cr": "15", + "fluff": { + "entries": [ + "A mighty river of fog streams forward like an evil waterfall, swollen with storm and spray. Accompanying the shape is a susurrus of dreamlike voices that murmur, cry, and rail against some terrible fate. Slender tendrils of mist extend from the mass, patting and feeling for sustenance. ", + "Dreams of the Dead. The first dream vestige was born from the collective nightmare of an entire kingdom. Everyone, from the lowest peasant to the king in his castle, died in a single night as they slept, succumbing to the ravages of a dreamborn curse. While the source of this curse remains the subject of great debate, since that fateful night the first dream vestige has spawned many times over, spreading its insatiable hunger far and wide.", + "Tireless Hunters. Cursed with an inescapable craving for bodies, the dream vestige is constantly on the hunt for other creatures to incorporate into itself, both living and undead. Because they don't discriminate between living and unliving when hunting prey, even the undead have good cause to fear the arrival of a dream vestige. It stalks prey from the rooftops, beneath the floorboards, behind walls, or anywhere else it can remain unseen. A sudden onset of visceral dread heralds the arrival of the creature. As it approaches its prey, the whispers, moans, and lamentations of its subsumed victims become audibly apparent. When the vestige consumes a creature, if it has a soul, their soul remains trapped within the vestige until the vestige is destroyed.", + "Amalgam Personified. The personality of a dream vestige is often an ugly one. They present as an amalgamation of all the insecurity, fear, and desperation of creatures they have consumed wrapped into one being and twisted to some unified will. When a dream vestige speaks it often does so with dozens of voices at once, sometimes even talking over itself, making the creature difficult to understand unless the vestige is focused on the conversation. Due to its amalgamated nature the dream vestige can speak any language known by an individual it has consumed. It also knows anything known by one of the souls dwelling within it, potentially making the dream vestige an untapped wealth of information. ", + "Nightmare Travellers. The Plane of Dreams overlaps with the Material Plane in many mysterious ways. By using their intrinsic connection with the dreamworld, dream vestiges are capable of travelling great distances in very short amounts of time. They are also known to invade the dreams of other creatures as a means to soften up powerful targets they intend on attacking for one reason or another. ", + "Undead Nature. A dream vestige doesn't require air, food, drink, or sleep." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/e/ec/Dreamvestige.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/yLnGUyK.png", + "languages": [ + "Any known by creatures it has subsumed" + ], + "senses": [ + "blindsight 120 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "save": { + "dex": "+10", + "wis": "+10" + }, + "skill": { + "insight": "+10", + "perception": "+10", + "stealth": "+10" + }, + "resist": [ + "acid", + "fire", + "lightning", + "thunder" + ], + "immune": [ + { + "immune": [ + "cold", + "necrotic", + "poison" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "trait": [ + { + "name": "Desectrating Aura", + "entries": [ + "The area within 20 feet of a dream vestige is {@hazard desecrated ground|dmg} and all other undead in the area have advantage on attack rolls. A casting of dispel magic on the dream vestige causes this trait to cease functioning for 24 hours" + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The dream vistage can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Self Spawn", + "entries": [ + "When a dream vestige gains temporary hit points they are cumulative. For example, a dream vestige with 10 temporary hit points that hits a creature with its tendril attack would have 15 temporary hit points after the attack hits. When a dream vestige gains a number of temporary hit points equal to its maximum hit point total, it divides into two distinct dream vestiges with a number of hit points equal to the original vestige's maximum hit point total." + ] + } + ], + "traitTags": [ + "Incorporeal Movement" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dream vestige uses its frightful presence. It then makes four tendril attacks." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 15 ft., one creature.", + "{@h}15 ({@damage 3d6 + 5}) necrotic damage. The target's Intelligence score is reduced by {@dice 1d4} and the dream vestige gains 5 temporary hit points. If this reduces the target's Intelligence to 0, it dies and its body is engulfed and destroyed by the vestige, leaving nothing behind. Otherwise, the reduction lasts for 1 hour." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dream vestige's choice that is within 60 feet of the dream vestige must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dream vestige's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Dream Travel", + "entries": [ + "The dream vestige plane shifts from the Material Plane to the Plane of Dreams, or from the Plane of Dreams to the Material Plane. For every minute the vestige moves though the Plane of Dreams, it travels the equivalent of 5 miles in the waking world. The dream vestige always knows where it will come out in the waking world before using this action." + ] + } + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The dream vestige's innate spellcasting ability is Charisma (spell save {@dc 18}, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell fog cloud}" + ], + "daily": { + "3e": [ + "{@spell dream}", + "{@spell misty step}", + "{@spell sleep}" + ], + "1e": [ + "{@spell phantasmal force}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "Y" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "intelligence", + "wisdom" + ] + }, + { + "name": "Hag Dragon Wyrmling", + "size": [ + "M" + ], + "type": { + "type": "dragon", + "tags": [ + "fey" + ] + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "6d8 + 12", + "average": 39 + }, + "speed": { + "walk": 30, + "fly": 60, + "swim": 30 + }, + "str": 15, + "dex": 14, + "con": 14, + "int": 10, + "wis": 11, + "cha": 14, + "passive": 12, + "cr": "3", + "variant": [ + { + "name": "Hag Dragon Coven", + "entries": [ + { + "type": "spellcasting", + "name": "Shared Spellcasting (Coven Only)", + "headerEntries": [ + "A coven of hag dragons consists of three hag dragons in cooperation. When all members of the coven are within 60 feet of one another, they can cast the following spells by using an action, sharing spell slots." + ], + "spells": { + "1": { + "slots": 4, + "spells": [ + "{@spell fog cloud}", + "{@spell tasha's hideous laughter}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell crown of madness}", + "{@spell darkness}", + "{@spell locate object}", + "{@spell wither and bloom}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell animate dead}", + "{@spell counterspell}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell arcane eye}", + "{@spell confusion}", + "{@spell charm monster}" + ] + }, + "5": { + "slots": 3, + "spells": [ + "{@spell animate objects}", + "{@spell cone of cold}", + "{@spell mislead}" + ] + }, + "6": { + "slots": 2, + "spells": [ + "{@spell eyebite}", + "{@spell move earth}" + ] + }, + "7": { + "slots": 2, + "spells": [ + "{@spell finger of death}", + "{@spell forcecage}" + ] + }, + "8": { + "slots": 1, + "spells": [ + "{@spell control weather}", + "{@spell abi-dalzim's horrid wilting}", + "{@spell maddening darkness}" + ] + }, + "9": { + "slots": 1, + "spells": [ + "{@spell imprisonment}", + "{@spell mass polymorph}", + "{@spell time stop}", + "{@spell true polymorph}", + "{@spell wish}" + ] + } + }, + "footerEntries": [ + "For casting these spells, each hag is a 20th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 8 + the dragon's Intelligence modifier + its proficency bonus, and the spell attack bonus is their proficency + the dragon's Intelligence modifier." + ] + } + ], + "type": "variant" + } + ], + "dragonAge": "wyrmling", + "senses": [ + "darkvision 60 ft.", + "truesight 10 ft." + ], + "senseTags": [ + "D", + "U" + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "save": { + "dex": "+4", + "con": "+4", + "wis": "+2", + "cha": "+4" + }, + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The hag dragon wyrmling can breathe air and water." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom (Insight) check." + ] + } + ], + "traitTags": [ + "Amphibious" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "Bite. Melee Weapon Attack: {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 3 ({@damage 1d6}) necrotic damage." + ] + }, + { + "name": "Time Inhalation {@recharge 5}", + "entries": [ + "The dragon inhales life force in a 15-­foot cone. Each creature in the area must make a {@dc 11} Wisdom saving throw, taking 22 ({@damage 5d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more the creature is {@condition frightened} of the dragon for 1 minute and it ages {@dice 1d4 x 10} years. A {@condition frightened} target can attempt a {@dc 11} Wisdom Saving Throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success." + ] + }, + { + "name": "Intellect Extraction", + "entries": [ + "The dragon targets one creature it can see within 30 feet. The target must make a {@dc 13} Intelligence Saving Throw. On a failed save, the dragon learns one fact or secret about the creature. If the target fails their save by 5 or more, the information stolen by the dragon is lost to them until they are reminded of it." + ] + } + ], + "conditionInflict": [ + "frightened" + ], + "fluff": { + "entries": [ + "Before you stands a draconic creature reminiscent of a true dragon, but twisted with dark fey magic. A singular orange orb occupies a massive eye socket in the middle of this creature's head, pushing its two smaller vestigial eyes to either side. Its scales are a mottled medley of brown and yellow hues. Surrounding the creature is an air of the arcane, and as the creature draws breath, you feel a chill run down your spine. ", + "Fey Magic. Hag dragons are created by powerful hag covens. The hags enact a ritual using a dragon egg of any variety to create a twisted abomination much more dangerous than any true dragon. Once the ritual is complete, the egg hatches and a hag dragon wyrmling is born. It may have some features reminiscent of the dragon egg's original species, but they are simply a vestigial remnant of the creature's original form.", + "Timeless. Unlike other dragons, hag dragons do not age with the passage of time. They would theoretically remain as wyrmlings forever if it weren't for the uncanny magical abilities they possess. Hag dragons can only grow up by absorbing the remaining years of other creatures. By making use of their breath weapon, they not only cause other creatures to age rapidly, but allow themselves to grow incredibly fast. Unlike many other creatures, dragons only seem to get more powerful as they age, so as the hag dragon increases its age it becomes incredibly dangerous in a short amount of time. Many hags seek to exploit this trait by keeping hag dragons young and easy to control, however, once a hag dragon is capable of breaking free from its creators it often does so in violent fashion if it was not treated with respect. ", + "Covens. While hag dragons are incredibly rare, it has been theorised that should a group of them ever come together and agree to cooperate, they could form a coven. In much the same way a group of hags in a coven become powerful in the extreme, a coven of hag dragons would surely be capable of casting earth shattering rituals. Should such a coven ever arise, it could spell doom for entire kingdoms if left unchecked." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tDbyDyV.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/nfhrV6c.png", + "damageTags": [ + "N", + "P" + ], + "savingThrowForced": [ + "intelligence", + "wisdom" + ] + }, + { + "name": "Night Hag", + "source": "DungeonDadStatblocks", + "page": 178, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 15, + "con": 16, + "int": 16, + "wis": 14, + "cha": 16, + "skill": { + "deception": "+6", + "insight": "+5", + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 16, + "resist": [ + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal", + "Primordial" + ], + "cr": { + "cr": "5", + "coven": "7" + }, + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The hag's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell detect magic}", + "{@spell magic missile}" + ], + "daily": { + "2e": [ + "{@spell plane shift} (self only)", + "{@spell ray of enfeeblement}", + "{@spell sleep}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The hag has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Night Hag Items", + "entries": [ + "A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.", + "Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.", + "Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)." + ] + } + ], + "action": [ + { + "name": "Claws (Hag Form Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." + ] + }, + { + "name": "Etherealness", + "entries": [ + "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession." + ] + }, + { + "name": "Nightmare Haunting (1/Day)", + "entries": [ + "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A {@spell protection from evil and good} spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ({@dice 1d10}). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the {@spell greater restoration} spell or similar magic." + ] + } + ], + "legendaryGroup": { + "name": "Night Hag", + "source": "MM" + }, + "variant": [ + { + "name": "Hag Covens", + "entries": [ + "A coven of hag dragons consists of three hag dragons in cooperation. When all members of the coven are within 60 feet of one another, they can cast the following spells by using an action, sharing spell slots.", + { + "type": "spellcasting", + "name": "Shared Spellcasting (Coven Only)", + "headerEntries": [ + "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:" + ], + "spells": { + "1": { + "slots": 4, + "spells": [ + "{@spell identify}", + "{@spell ray of sickness}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell hold person}", + "{@spell locate object}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell bestow curse}", + "{@spell counterspell}", + "{@spell lightning bolt}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell phantasmal killer}", + "{@spell polymorph}" + ] + }, + "5": { + "slots": 2, + "spells": [ + "{@spell contact other plane}", + "{@spell scrying}" + ] + }, + "6": { + "slots": 1, + "spells": [ + "{@spell eyebite}" + ] + } + }, + "footerEntries": [ + "For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier." + ] + }, + { + "type": "entries", + "name": "Hag Eye", + "entries": [ + "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes {@dice 3d10} psychic damage and is {@condition blinded} for 24 hours.", + "A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over." + ] + } + ], + "type": "variant" + } + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/night-hag.mp3" + }, + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Shapechanger" + ], + "languageTags": [ + "AB", + "C", + "I", + "P" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "HPR" + ], + "conditionInflictSpell": [ + "frightened", + "paralyzed", + "poisoned", + "unconscious" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Night Hag.png", + "fluff": { + "name": "Night Hag", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.", + "Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes.", + { + "type": "entries", + "name": "Soulmongers", + "entries": [ + "While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with {@sense truesight} can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the \"Night Hag Items\" sidebar) for transport to Hades." + ] + }, + { + "type": "entries", + "name": "Covens", + "entries": [ + "A night hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 7 (2,900 XP)." + ] + }, + { + "type": "inset", + "name": "Night Hag Items", + "entries": [ + "A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.", + { + "type": "entries", + "name": "Heartstone", + "entries": [ + "This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days." + ] + }, + { + "type": "entries", + "name": "Soul Bag", + "entries": [ + "When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Hags", + "entries": [ + "Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Faces of Evil", + "entries": [ + "Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.", + "All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.", + "Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth." + ] + }, + { + "type": "entries", + "name": "Monstrous Motherhood", + "entries": [ + "Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.", + "Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror." + ] + }, + { + "type": "entries", + "name": "Dark Bargains", + "entries": [ + "Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.", + "Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain." + ] + }, + { + "type": "entries", + "name": "A Foul Nature", + "entries": [ + "Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might \"help\" such creatures by disfiguring or transforming them.", + "This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke." + ] + }, + { + "type": "entries", + "name": "Dark Sorority", + "entries": [ + "Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.", + "Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson." + ] + }, + { + "type": "entries", + "name": "Dark Lairs", + "entries": [ + "Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers." + ] + }, + { + "type": "inset", + "name": "Hag Covens", + "entries": [ + "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.", + "A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.", + { + "type": "entries", + "name": "Shared Spellcasting", + "entries": [ + "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "1st level (4 slots): {@spell identify}, {@spell ray of sickness}", + "2nd level (3 slots): {@spell hold person}, {@spell locate object}", + "3rd level (3 slots): {@spell bestow curse}, {@spell counterspell}, {@spell lightning bolt}", + "4th level (3 slots): {@spell phantasmal killer}, {@spell polymorph}", + "5th level (2 slots): {@spell contact other plane}, {@spell scrying}", + "6th level (1 slot): {@spell eyebite}" + ] + }, + "For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier." + ] + }, + { + "type": "entries", + "name": "Hag Eye", + "entries": [ + "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.", + "A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lair Actions", + "entries": [ + "The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.", + "On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.", + "The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them." + ] + }, + "A powerful night hag might have the following additional lair actions:", + { + "type": "list", + "items": [ + "One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.", + "The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen." + ] + } + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Regional Effects", + "entries": [ + "Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.", + "The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.", + "Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.", + "Strange carved figurines, twig fetishes, or rag dolls magically appear in trees." + ] + }, + "A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:", + { + "type": "list", + "items": [ + "Shadows seem abnormally gaunt and sometimes move on their own as though alive.", + "Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.", + "Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Night Hag.webp" + } + } + ] + }, + "damageTags": [ + "S" + ], + "damageTagsSpell": [ + "O" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution" + ] + }, + { + "name": "Young Hag Dragon", + "size": [ + "L" + ], + "type": { + "type": "dragon", + "tags": [ + "fey" + ] + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "15d10 + 60", + "average": 142 + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 40 + }, + "str": 19, + "dex": 14, + "con": 18, + "int": 12, + "wis": 11, + "cha": 16, + "passive": 16, + "cr": "8", + "variant": [ + { + "name": "Hag Dragon Coven", + "entries": [ + { + "type": "spellcasting", + "name": "Shared Spellcasting (Coven Only)", + "headerEntries": [ + "A coven of hag dragons consists of three hag dragons in cooperation. When all members of the coven are within 60 feet of one another, they can cast the following spells by using an action, sharing spell slots." + ], + "spells": { + "1": { + "slots": 4, + "spells": [ + "{@spell fog cloud}", + "{@spell tasha's hideous laughter}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell crown of madness}", + "{@spell darkness}", + "{@spell locate object}", + "{@spell wither and bloom}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell animate dead}", + "{@spell counterspell}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell arcane eye}", + "{@spell confusion}", + "{@spell charm monster}" + ] + }, + "5": { + "slots": 3, + "spells": [ + "{@spell animate objects}", + "{@spell cone of cold}", + "{@spell mislead}" + ] + }, + "6": { + "slots": 2, + "spells": [ + "{@spell eyebite}", + "{@spell move earth}" + ] + }, + "7": { + "slots": 2, + "spells": [ + "{@spell finger of death}", + "{@spell forcecage}" + ] + }, + "8": { + "slots": 1, + "spells": [ + "{@spell control weather}", + "{@spell abi-dalzim's horrid wilting}", + "{@spell maddening darkness}" + ] + }, + "9": { + "slots": 1, + "spells": [ + "{@spell imprisonment}", + "{@spell mass polymorph}", + "{@spell time stop}", + "{@spell true polymorph}", + "{@spell wish}" + ] + } + }, + "footerEntries": [ + "For casting these spells, each hag is a 20th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 8 + the dragon's Intelligence modifier + its proficency bonus, and the spell attack bonus is their proficency + the dragon's Intelligence modifier." + ] + } + ], + "type": "variant" + } + ], + "dragonAge": "young", + "senses": [ + "darkvision 120 ft.", + "truesight 30 ft." + ], + "senseTags": [ + "SD", + "U" + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "save": { + "dex": "+5", + "con": "+7", + "wis": "+3", + "cha": "+6" + }, + "skill": { + "perception": "+6", + "stealth": "+5" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The hag dragon wyrmling can breathe air and water." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom (Insight) check." + ] + } + ], + "traitTags": [ + "Amphibious" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Time Inhalation {@recharge 5}", + "entries": [ + "The dragon inhales life force in a 30-­foot cone. Each creature in the area must make a {@dc 14} Wisdom saving throw, taking 49 ({@damage 11d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more the creature is {@condition frightened} of the dragon for 1 minute and it ages {@dice 1d6 x 10} years. A {@condition frightened} target can attempt a {@dc 14} Wisdom Saving Throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success." + ] + }, + { + "name": "Intellect Extraction", + "entries": [ + "The dragon targets one creature it can see within 30 feet. The target must make a {@dc 15} Intelligence Saving Throw. On a failed save, the dragon learns one fact or secret about the creature. If the target fails their save by 5 or more, the information stolen by the dragon is lost to them until they are reminded of it." + ] + } + ], + "conditionInflict": [ + "frightened" + ], + "miscTags": [ + "MW" + ], + "actionTags": [ + "Multiattack" + ], + "tokenUrl": "https://i.imgur.com/nfhrV6c.png", + "fluff": { + "entries": [ + "Before you stands a draconic creature reminiscent of a true dragon, but twisted with dark fey magic. A singular orange orb occupies a massive eye socket in the middle of this creature's head, pushing its two smaller vestigial eyes to either side. Its scales are a mottled medley of brown and yellow hues. Surrounding the creature is an air of the arcane, and as the creature draws breath, you feel a chill run down your spine. ", + "Fey Magic. Hag dragons are created by powerful hag covens. The hags enact a ritual using a dragon egg of any variety to create a twisted abomination much more dangerous than any true dragon. Once the ritual is complete, the egg hatches and a hag dragon wyrmling is born. It may have some features reminiscent of the dragon egg's original species, but they are simply a vestigial remnant of the creature's original form.", + "Timeless. Unlike other dragons, hag dragons do not age with the passage of time. They would theoretically remain as wyrmlings forever if it weren't for the uncanny magical abilities they possess. Hag dragons can only grow up by absorbing the remaining years of other creatures. By making use of their breath weapon, they not only cause other creatures to age rapidly, but allow themselves to grow incredibly fast. Unlike many other creatures, dragons only seem to get more powerful as they age, so as the hag dragon increases its age it becomes incredibly dangerous in a short amount of time. Many hags seek to exploit this trait by keeping hag dragons young and easy to control, however, once a hag dragon is capable of breaking free from its creators it often does so in violent fashion if it was not treated with respect. ", + "Covens. While hag dragons are incredibly rare, it has been theorised that should a group of them ever come together and agree to cooperate, they could form a coven. In much the same way a group of hags in a coven become powerful in the extreme, a coven of hag dragons would surely be capable of casting earth shattering rituals. Should such a coven ever arise, it could spell doom for entire kingdoms if left unchecked." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tDbyDyV.png" + } + } + ] + }, + "damageTags": [ + "N", + "P", + "S" + ], + "savingThrowForced": [ + "intelligence", + "wisdom" + ] + }, + { + "name": "Adult Hag Dragon", + "size": [ + "H" + ], + "type": { + "type": "dragon", + "tags": [ + "fey" + ] + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d12 + 102", + "average": 212 + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 40 + }, + "str": 23, + "dex": 14, + "con": 22, + "int": 14, + "wis": 13, + "cha": 18, + "passive": 21, + "cr": "15", + "variant": [ + { + "name": "Hag Dragon Coven", + "entries": [ + { + "type": "spellcasting", + "name": "Shared Spellcasting (Coven Only)", + "headerEntries": [ + "A coven of hag dragons consists of three hag dragons in cooperation. When all members of the coven are within 60 feet of one another, they can cast the following spells by using an action, sharing spell slots." + ], + "spells": { + "1": { + "slots": 4, + "spells": [ + "{@spell fog cloud}", + "{@spell tasha's hideous laughter}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell crown of madness}", + "{@spell darkness}", + "{@spell locate object}", + "{@spell wither and bloom}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell animate dead}", + "{@spell counterspell}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell arcane eye}", + "{@spell confusion}", + "{@spell charm monster}" + ] + }, + "5": { + "slots": 3, + "spells": [ + "{@spell animate objects}", + "{@spell cone of cold}", + "{@spell mislead}" + ] + }, + "6": { + "slots": 2, + "spells": [ + "{@spell eyebite}", + "{@spell move earth}" + ] + }, + "7": { + "slots": 2, + "spells": [ + "{@spell finger of death}", + "{@spell forcecage}" + ] + }, + "8": { + "slots": 1, + "spells": [ + "{@spell control weather}", + "{@spell abi-dalzim's horrid wilting}", + "{@spell maddening darkness}" + ] + }, + "9": { + "slots": 1, + "spells": [ + "{@spell imprisonment}", + "{@spell mass polymorph}", + "{@spell time stop}", + "{@spell true polymorph}", + "{@spell wish}" + ] + } + }, + "footerEntries": [ + "For casting these spells, each hag is a 20th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 8 + the dragon's Intelligence modifier + its proficency bonus, and the spell attack bonus is their proficency + the dragon's Intelligence modifier." + ] + } + ], + "type": "variant" + } + ], + "dragonAge": "adult", + "senses": [ + "darkvision 120 ft.", + "truesight 60 ft." + ], + "senseTags": [ + "SD", + "U" + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "save": { + "dex": "+7", + "con": "+11", + "wis": "+6", + "cha": "+9" + }, + "skill": { + "perception": "+11", + "stealth": "+7" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The hag dragon wyrmling can breathe air and water." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 19} Wisdom (Insight) check." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "traitTags": [ + "Amphibious", + "Legendary Resistances" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 6 ({@damage 1d12}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Time Inhalation {@recharge 5}", + "entries": [ + "The dragon inhales life force in a 90-­foot cone. Each creature in the area must make a {@dc 18} Wisdom saving throw, taking 54 ({@damage 12d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more the creature is {@condition frightened} of the dragon for 1 minute and it ages {@dice 2d4 x 10} years. A {@condition frightened} target can attempt a {@dc 18} Wisdom Saving Throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success." + ] + }, + { + "name": "Intellect Extraction", + "entries": [ + "The dragon targets one creature it can see within 30 feet. The target must make a {@dc 19} Intelligence Saving Throw. On a failed save, the dragon learns one fact or secret about the creature. If the target fails their save by 5 or more, the information stolen by the dragon is lost to them until they are reminded of it." + ] + } + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "legendaryGroup": { + "name": "Hag Dragon", + "source": "DungeonDadStatblocks" + }, + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Extract Intellect (Costs 2 Actions)", + "entries": [ + "The dragon uses intellect extraction." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + }, + { + "name": "Summon Spirits (1/Day) (Costs 3 Actions)", + "entries": [ + "The dragon summons the souls of creatures it has slain previously using its breath weapon causing {@dice 2d4} {@creature ghost||ghosts} to appear anywhere within 60 feet of the dragon. If the dragon is killed the ghosts disappear" + ] + } + ], + "tokenUrl": "https://i.imgur.com/nfhrV6c.png", + "fluff": { + "entries": [ + "Before you stands a draconic creature reminiscent of a true dragon, but twisted with dark fey magic. A singular orange orb occupies a massive eye socket in the middle of this creature's head, pushing its two smaller vestigial eyes to either side. Its scales are a mottled medley of brown and yellow hues. Surrounding the creature is an air of the arcane, and as the creature draws breath, you feel a chill run down your spine. ", + "Fey Magic. Hag dragons are created by powerful hag covens. The hags enact a ritual using a dragon egg of any variety to create a twisted abomination much more dangerous than any true dragon. Once the ritual is complete, the egg hatches and a hag dragon wyrmling is born. It may have some features reminiscent of the dragon egg's original species, but they are simply a vestigial remnant of the creature's original form.", + "Timeless. Unlike other dragons, hag dragons do not age with the passage of time. They would theoretically remain as wyrmlings forever if it weren't for the uncanny magical abilities they possess. Hag dragons can only grow up by absorbing the remaining years of other creatures. By making use of their breath weapon, they not only cause other creatures to age rapidly, but allow themselves to grow incredibly fast. Unlike many other creatures, dragons only seem to get more powerful as they age, so as the hag dragon increases its age it becomes incredibly dangerous in a short amount of time. Many hags seek to exploit this trait by keeping hag dragons young and easy to control, however, once a hag dragon is capable of breaking free from its creators it often does so in violent fashion if it was not treated with respect. ", + "Covens. While hag dragons are incredibly rare, it has been theorised that should a group of them ever come together and agree to cooperate, they could form a coven. In much the same way a group of hags in a coven become powerful in the extreme, a coven of hag dragons would surely be capable of casting earth shattering rituals. Should such a coven ever arise, it could spell doom for entire kingdoms if left unchecked." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tDbyDyV.png" + } + } + ] + }, + "damageTags": [ + "B", + "N", + "P", + "S" + ], + "savingThrowForced": [ + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Ancient Hag Dragon", + "size": [ + "G" + ], + "type": { + "type": "dragon", + "tags": [ + "fey" + ] + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d12 + 136", + "average": 246 + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 40 + }, + "str": 27, + "dex": 14, + "con": 26, + "int": 16, + "wis": 15, + "cha": 22, + "passive": 26, + "cr": "22", + "variant": [ + { + "name": "Hag Dragon Coven", + "entries": [ + { + "type": "spellcasting", + "name": "Shared Spellcasting (Coven Only)", + "headerEntries": [ + "A coven of hag dragons consists of three hag dragons in cooperation. When all members of the coven are within 60 feet of one another, they can cast the following spells by using an action, sharing spell slots." + ], + "spells": { + "1": { + "slots": 4, + "spells": [ + "{@spell fog cloud}", + "{@spell tasha's hideous laughter}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell crown of madness}", + "{@spell darkness}", + "{@spell locate object}", + "{@spell wither and bloom}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell animate dead}", + "{@spell counterspell}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell arcane eye}", + "{@spell confusion}", + "{@spell charm monster}" + ] + }, + "5": { + "slots": 3, + "spells": [ + "{@spell animate objects}", + "{@spell cone of cold}", + "{@spell mislead}" + ] + }, + "6": { + "slots": 2, + "spells": [ + "{@spell eyebite}", + "{@spell move earth}" + ] + }, + "7": { + "slots": 2, + "spells": [ + "{@spell finger of death}", + "{@spell forcecage}" + ] + }, + "8": { + "slots": 1, + "spells": [ + "{@spell control weather}", + "{@spell abi-dalzim's horrid wilting}", + "{@spell maddening darkness}" + ] + }, + "9": { + "slots": 1, + "spells": [ + "{@spell imprisonment}", + "{@spell mass polymorph}", + "{@spell time stop}", + "{@spell true polymorph}", + "{@spell wish}" + ] + } + }, + "footerEntries": [ + "For casting these spells, each hag is a 20th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 8 + the dragon's Intelligence modifier + its proficency bonus, and the spell attack bonus is their proficency + the dragon's Intelligence modifier." + ] + } + ], + "type": "variant" + } + ], + "dragonAge": "ancient", + "senses": [ + "darkvision 120 ft.", + "truesight 120 ft." + ], + "senseTags": [ + "SD", + "U" + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "save": { + "dex": "+9", + "con": "+15", + "wis": "+9", + "cha": "+13" + }, + "skill": { + "perception": "+16", + "stealth": "+9" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The hag dragon wyrmling can breathe air and water." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 19} Wisdom (Insight) check." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "traitTags": [ + "Amphibious", + "Legendary Resistances" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 13 ({@damage 2d12}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Time Inhalation {@recharge 5}", + "entries": [ + "The dragon inhales life force in a 120-­foot cone. Each creature in the area must make a {@dc 22} Wisdom saving throw, taking 54 ({@damage 12d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more the creature is {@condition frightened} of the dragon for 1 minute and it ages {@dice 2d4 x 10} years. A {@condition frightened} target can attempt a {@dc 22} Wisdom Saving Throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success." + ] + }, + { + "name": "Intellect Extraction", + "entries": [ + "The dragon targets one creature it can see within 30 feet. The target must make a {@dc 23} Intelligence Saving Throw. On a failed save, the dragon learns one fact or secret about the creature. If the target fails their save by 5 or more, the information stolen by the dragon is lost to them until they are reminded of it." + ] + } + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "legendaryGroup": { + "name": "Hag Dragon", + "source": "DungeonDadStatblocks" + }, + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Extract Intellect (Costs 2 Actions)", + "entries": [ + "The dragon uses intellect extraction." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + }, + { + "name": "Summon Spirits (1/Day) (Costs 3 Actions)", + "entries": [ + "The dragon summons the souls of creatures it has slain previously using its breath weapon causing {@dice 2d6} {@creature ghost||ghosts} to appear anywhere within 60 feet of the dragon. If the dragon is killed the ghosts disappear" + ] + } + ], + "tokenUrl": "https://i.imgur.com/nfhrV6c.png", + "fluff": { + "entries": [ + "Before you stands a draconic creature reminiscent of a true dragon, but twisted with dark fey magic. A singular orange orb occupies a massive eye socket in the middle of this creature's head, pushing its two smaller vestigial eyes to either side. Its scales are a mottled medley of brown and yellow hues. Surrounding the creature is an air of the arcane, and as the creature draws breath, you feel a chill run down your spine. ", + "Fey Magic. Hag dragons are created by powerful hag covens. The hags enact a ritual using a dragon egg of any variety to create a twisted abomination much more dangerous than any true dragon. Once the ritual is complete, the egg hatches and a hag dragon wyrmling is born. It may have some features reminiscent of the dragon egg's original species, but they are simply a vestigial remnant of the creature's original form.", + "Timeless. Unlike other dragons, hag dragons do not age with the passage of time. They would theoretically remain as wyrmlings forever if it weren't for the uncanny magical abilities they possess. Hag dragons can only grow up by absorbing the remaining years of other creatures. By making use of their breath weapon, they not only cause other creatures to age rapidly, but allow themselves to grow incredibly fast. Unlike many other creatures, dragons only seem to get more powerful as they age, so as the hag dragon increases its age it becomes incredibly dangerous in a short amount of time. Many hags seek to exploit this trait by keeping hag dragons young and easy to control, however, once a hag dragon is capable of breaking free from its creators it often does so in violent fashion if it was not treated with respect. ", + "Covens. While hag dragons are incredibly rare, it has been theorised that should a group of them ever come together and agree to cooperate, they could form a coven. In much the same way a group of hags in a coven become powerful in the extreme, a coven of hag dragons would surely be capable of casting earth shattering rituals. Should such a coven ever arise, it could spell doom for entire kingdoms if left unchecked." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tDbyDyV.png" + } + } + ] + }, + "damageTags": [ + "B", + "N", + "P", + "S" + ], + "savingThrowForced": [ + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Hagspawn Bruiser", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "6d8 + 18", + "average": 45 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 16, + "int": 10, + "wis": 14, + "cha": 8, + "passive": 12, + "cr": "1", + "fluff": { + "entries": [ + "A humanoid shape stands before you. Its elongated arms and hunched back cut a truly uncanny silhouette. The creature has mop of long, dishevelled hair and skin with a greenish tint. It grips a weapon fashioned of wood and bone, ready for anything. ", + "Bastard Sons. Hags are known to propagate their species in truly grotesque ways. The most common way for a hag to beget another of its kind is by making a dark bargain with a humanoid mortal, offering something they want in exchange for their offspring. Once they have their clutches on the baby, they consume it, and later give birth to a daughter who will grow up to become a hag of the same variety as their mother. In some cases a hag, often disguised with magic, will find a suitable humanoid partner to father their young. In either case the offspring is almost always female, however, on extremely rare occasion a hag may give birth to a male child. Such children will not grow up to be hags, but rather mature as hagspwan. ", + "Cruelty of Crones. Hagspawn are often abandoned and discarded by their mothers, and rejected by their fathers (assuming they still live). They are marked with many of the telltale features attributed to hags, but lack their innate magical powers. Left to their own devices, or in some rare cases the mercy of kind strangers, hagspawn are typically destined to carve their own path in life. As sentient creatures with thoughts and feelings, one individual can vary widely from the next. Some hagspawn give in to despair and allow the cruel circumstances of their birth to guide them down a path of solitude. Such individuals can be found living lonesome lives as outlanders, or in some cases leading bands of brigands that respect them for their unnatural strength and iron will. Others reject the cruelty of the world and choose to tread the path of the righteous and well-meaning, occasionally even taking oaths akin to that of a paladin in order to grant them strength in their fight against evil. Such individuals are a force to be reckoned with and potentially powerful allies to the just. ", + "Bruisers. Bruisers are the archetypical hagspawn lone wolf. They are not often welcome in towns or villages due to their brash nature and unwillingness to treat others with the respect they themselves have been denied in the past. " + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette2.wikia.nocookie.net/forgottenrealms/images/0/01/Hagspawn.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/neqMHKg.png", + "languages": [ + "Common", + "Sylvan" + ], + "languageTags": [ + "C", + "S" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "save": { + "str": "+5", + "con": "+5" + }, + "skill": { + "survival": "+4" + }, + "trait": [ + { + "name": "Monsterous Humanoid", + "entries": [ + "Hagspawn are immune to effects that only target humanoids such as charm person or hold person." + ] + }, + { + "name": "Powerful Build", + "entries": [ + "The hagspawn has advantage on Athletics (Strength) checks and Strength Saving Throws. " + ] + }, + { + "name": "Reckless", + "entries": [ + "At the start of its turn, the hagspawn bruiser can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + } + ], + "traitTags": [ + "Reckless" + ], + "action": [ + { + "name": "Greataxe", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit +5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "miscTags": [ + "MW", + "MLW", + "RW", + "THW" + ], + "attachedItems": [ + "greataxe|phb", + "javelin|phb" + ], + "damageTags": [ + "P", + "S" + ] + }, + { + "name": "Hagspawn Redeemer", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor + {@item shield|phb}" + ] + } + ], + "hp": { + "formula": "12d8 + 36", + "average": 90 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 16, + "int": 10, + "wis": 16, + "cha": 12, + "passive": 13, + "cr": "4", + "fluff": { + "entries": [ + "A humanoid shape stands before you. Its elongated arms and hunched back cut a truly uncanny silhouette. The creature has mop of long, dishevelled hair and skin with a greenish tint. It grips a weapon fashioned of wood and bone, ready for anything. ", + "Bastard Sons. Hags are known to propagate their species in truly grotesque ways. The most common way for a hag to beget another of its kind is by making a dark bargain with a humanoid mortal, offering something they want in exchange for their offspring. Once they have their clutches on the baby, they consume it, and later give birth to a daughter who will grow up to become a hag of the same variety as their mother. In some cases a hag, often disguised with magic, will find a suitable humanoid partner to father their young. In either case the offspring is almost always female, however, on extremely rare occasion a hag may give birth to a male child. Such children will not grow up to be hags, but rather mature as hagspwan. ", + "Cruelty of Crones. Hagspawn are often abandoned and discarded by their mothers, and rejected by their fathers (assuming they still live). They are marked with many of the telltale features attributed to hags, but lack their innate magical powers. Left to their own devices, or in some rare cases the mercy of kind strangers, hagspawn are typically destined to carve their own path in life. As sentient creatures with thoughts and feelings, one individual can vary widely from the next. Some hagspawn give in to despair and allow the cruel circumstances of their birth to guide them down a path of solitude. Such individuals can be found living lonesome lives as outlanders, or in some cases leading bands of brigands that respect them for their unnatural strength and iron will. Others reject the cruelty of the world and choose to tread the path of the righteous and well-meaning, occasionally even taking oaths akin to that of a paladin in order to grant them strength in their fight against evil. Such individuals are a force to be reckoned with and potentially powerful allies to the just. ", + "Redeemers. Redeemers are hagspawn who have chosen the path of righteousness and seek to use their power to defend the weak. Such individuals are often pledged to a deity or cause, but can also be wanderers who prefer the peace that solitude brings. " + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette2.wikia.nocookie.net/forgottenrealms/images/0/01/Hagspawn.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/neqMHKg.png", + "languages": [ + "Common", + "Sylvan" + ], + "languageTags": [ + "C", + "S" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "save": { + "str": "+5", + "con": "+5" + }, + "skill": { + "survival": "+5", + "intimidation": "+3", + "persuasion": "+3" + }, + "trait": [ + { + "name": "Monsterous Humanoid", + "entries": [ + "Hagspawn are immune to effects that only target humanoids such as charm person or hold person." + ] + }, + { + "name": "Powerful Build", + "entries": [ + "The hagspawn has advantage on Athletics (Strength) checks and Strength Saving Throws. " + ] + }, + { + "name": "Smite the Wicked (3/Day)", + "entries": [ + "When the hagspawn hits a creature with a melee attack, he can choose to have his weapon deal an additional 9 ({@damage 2d8}) radiant damage to the target. This extra damage increases to 13 ({@dice 3d8}) if the target is an aberration, fey, fiend, or undead." + ] + } + ], + "traitTags": [ + "Reckless" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hagspawn makes three attacks, two with its longsword and one with its shield bash." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", + "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage and the creature must succeed on a {@dc 15} Strength Saving Throw or be pushed 5 feet away from the hagspawn and knocked {@condition prone}." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit +5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "MLW", + "RW", + "THW" + ], + "attachedItems": [ + "javelin|phb", + "longsword|phb" + ], + "conditionInflict": [ + "prone" + ], + "damageTags": [ + "B", + "P", + "R", + "S" + ], + "savingThrowForced": [ + "strength" + ] + }, + { + "name": "Hagspawn Preserver", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "12d8 + 36", + "average": 90 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 16, + "int": 10, + "wis": 16, + "cha": 14, + "passive": 13, + "cr": "3", + "fluff": { + "entries": [ + "A humanoid shape stands before you. Its elongated arms and hunched back cut a truly uncanny silhouette. The creature has mop of long, dishevelled hair and skin with a greenish tint. It grips a weapon fashioned of wood and bone, ready for anything. ", + "Bastard Sons. Hags are known to propagate their species in truly grotesque ways. The most common way for a hag to beget another of its kind is by making a dark bargain with a humanoid mortal, offering something they want in exchange for their offspring. Once they have their clutches on the baby, they consume it, and later give birth to a daughter who will grow up to become a hag of the same variety as their mother. In some cases a hag, often disguised with magic, will find a suitable humanoid partner to father their young. In either case the offspring is almost always female, however, on extremely rare occasion a hag may give birth to a male child. Such children will not grow up to be hags, but rather mature as hagspwan. ", + "Cruelty of Crones. Hagspawn are often abandoned and discarded by their mothers, and rejected by their fathers (assuming they still live). They are marked with many of the telltale features attributed to hags, but lack their innate magical powers. Left to their own devices, or in some rare cases the mercy of kind strangers, hagspawn are typically destined to carve their own path in life. As sentient creatures with thoughts and feelings, one individual can vary widely from the next. Some hagspawn give in to despair and allow the cruel circumstances of their birth to guide them down a path of solitude. Such individuals can be found living lonesome lives as outlanders, or in some cases leading bands of brigands that respect them for their unnatural strength and iron will. Others reject the cruelty of the world and choose to tread the path of the righteous and well-meaning, occasionally even taking oaths akin to that of a paladin in order to grant them strength in their fight against evil. Such individuals are a force to be reckoned with and potentially powerful allies to the just. ", + "Redeemers. Redeemers are hagspawn who have chosen the path of righteousness and seek to use their power to defend the weak. Such individuals are often pledged to a deity or cause, but can also be wanderers who prefer the peace that solitude brings. " + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette2.wikia.nocookie.net/forgottenrealms/images/0/01/Hagspawn.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/neqMHKg.png", + "languages": [ + "Common", + "Sylvan" + ], + "languageTags": [ + "C", + "S" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "save": { + "str": "+5", + "con": "+5" + }, + "skill": { + "survival": "+5", + "history": "+2" + }, + "trait": [ + { + "name": "Monsterous Humanoid", + "entries": [ + "Hagspawn are immune to effects that only target humanoids such as charm person or hold person." + ] + }, + { + "name": "Powerful Build", + "entries": [ + "The hagspawn has advantage on Athletics (Strength) checks and Strength Saving Throws. " + ] + } + ], + "traitTags": [ + "Reckless" + ], + "actionTags": [ + "Multiattack" + ], + "attachedItems": [ + "javelin|phb", + "quarterstaff|phb" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The hagspawn's innate spellcasting ability is Charisma (spell save {@dc 12}, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell dancing lights}", + "{@spell minor illusion}", + "{@spell shillelagh}", + "{@spell vicious mockery}" + ], + "daily": { + "3e": [ + "{@spell bane}", + "{@spell entangle}", + "{@spell hex}", + "{@spell animal messenger}", + "{@spell enlarge/reduce}", + "{@spell moonbeam}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "action": [ + { + "name": "Quarterstaff", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit +5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "miscTags": [ + "MW", + "MLW", + "RW", + "THW" + ], + "damageTags": [ + "B", + "P" + ], + "damageTagsSpell": [ + "N", + "R", + "Y" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "strength", + "wisdom" + ] + }, + { + "name": "Uvuudaum", + "size": [ + "L" + ], + "type": "aberration", + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + 20 + ], + "hp": { + "formula": "32d10 + 160", + "average": 336 + }, + "speed": { + "walk": 80, + "climb": 40 + }, + "str": 24, + "dex": 30, + "con": 20, + "int": 21, + "wis": 20, + "cha": 23, + "passive": 23, + "cr": "25", + "fluff": { + "entries": [ + "A horse sized creature comes skittering towards you. Its six \"legs\" that all appear to be humanoid arms attached to a long trunk. Its upper body has another set of humanoid arms in a more typical orientation, however, where the creature's head should be is instead a massive razor sharp spike. Though its movement is erratic, the aberrant thing posies itself with an imperious posture. ", + "Lords of Madness. The uvuudaum hail from one of the most remote corners of the multiverse. Tucked away in a forgotten corner of The Far Realm, they can be found in a dark corner that even the native denizens of their twisted plane would consider terrifyingly remote. They rule a kingdom outside of time, where unspeakable things whisper profound truths to those that dare listen. Uvuudaums partake in, and are part of, this maddening cacophony. They delight in revealing, by their mere presence, this unspoken part of reality in more structured planes of existence. To an uvuudaum, peeling back the layers of the multiverse to reveal what horrors await in the far realm is a precious gift, one which they happily spread wherever they go. ", + "Horrid Implication. Nobody knows the true origin of the uvuudaum. Like many aberrations from The Far Realm it may be an exercise in futility to try and uncover their origin, but that doesn't stop philosophers and sages from trying. Due to their twisted, yet oddly familiar bodies, some believe that uvuudaum are actually humanoids that became lost in The Far Realm, and after countless aeons wandering the chaos they themselves were slowly warped into the uvuudaum species. Others believe their form is merely what the creatures look like when they manifest on other planes, and that the uvuudaum have no true physical form on their home plane. Whatever the truth may be, the uvuudaum are feared by all anytime they appear." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/1/1f/Uvuudaum-3e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/geFfsv5.png", + "senses": [ + "blindsight 500 ft." + ], + "senseTags": [ + "B" + ], + "languages": [ + "All (telepathy 500 ft.)" + ], + "languageTags": [ + "TP" + ], + "save": { + "con": "+13", + "dex": "+18", + "wis": "+13" + }, + "skill": { + "arcana": "+13", + "insight": "+13", + "perception": "+13", + "stealth": "+18" + }, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning" + ], + "trait": [ + { + "name": "Confusion Aura", + "entries": [ + "Anytime a creature starts its turn within 30 feet of the uvuudaum it must succeed on a {@dc 24} Wisdom Saving Throw or become confused for {@dice 1d4} rounds. It can attempt another saving throw at the end of its confusion, ending the condition on a success or becoming confused for another {@dice 1d4} rounds on a failure. A creature that succeeds on its saving throw to resist confusion is immune to the uvuudaum's confusion aura for 24 hours. While confused the creature can't take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behaviour for that turn using the table below.", + { + "type": "table", + "caption": "Confusion Behavior", + "colLabels": [ + "{@dice d10}", + "Behavior" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "The creature uses all its movement to move in a random direction. To determine the direction, roll a {@dice d8} and assign a direction to each die face. The creature doesn't take an action this turn." + ], + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 6 + } + }, + "The creature doesn't move or take actions this turn." + ], + [ + { + "type": "cell", + "roll": { + "min": 7, + "max": 8 + } + }, + "The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn." + ], + [ + { + "type": "cell", + "roll": { + "min": 9, + "max": 10 + } + }, + "The creature can act and move normally." + ] + ] + } + ] + }, + { + "name": "Contingent Resurrection (1/Day)", + "entries": [ + "When the uvuudaum is killed, as long as some trace of its body remains it is resurrected within 60 feet of its body with all its hit points and spell slots restored after 1 minute. A casting of dispel magic on the creature's corpse at 8th level or above can negate this effect." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The uvuudaum regains 15 hit points at the start of its turn. If the uvuudaum takes cold, fire, or radiant damage, this trait doesn't function at the start of the uvuudaum's next turn. The uvuudaum dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "action": [ + { + "name": "Head Spike", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 15 ft., one creature.", + "{@h}65 ({@damage 10d10 + 10}) piercing damage and if the target is alive it must succeed on a {@dc 24} Wisdom Saving Throw or have its Wisdom score drained by {@dice 2d4}. This reduction in Wisdom is permanent. A creature reduced to 0 Wisdom in this way goes mad and becomes an NPC under the DM's control that is hostile towards all other creatures." + ] + }, + { + "name": "Nailed to the Sky (1/Day)", + "entries": [ + "One target within 120 feet of the uvuudaum must succeed on a {@dc 24} Wisdom Saving Throw or be magically teleported to the furthest reaches of the sky above. The target is teleported so far from the ground that it enters an eternal orbit around the world below. A creature with a fly speed of 30 feet takes 4 hours to reach the surface if they fly straight down. For each round the target remains in orbit it takes {@dice 2d6} points of cold damage per round and immediately begins to suffocate." + ] + } + ], + "miscTags": [ + "MW", + "RCH" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The monster's innate spellcasting ability is Charisma (spell save {@dc 24}, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell confusion}", + "{@spell dimension door}", + "{@spell dispel magic} (5th Level)", + "{@spell invisibility}", + "{@spell lightning bolt}", + "{@spell mage armor}", + "{@spell magic missile}", + "{@spell shield}", + "{@spell web}" + ], + "daily": { + "3e": [ + "{@spell chain lightning}", + "{@spell cone of cold}", + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell haste}", + "{@spell plane shift}", + "{@spell scrying}", + "{@spell teleport}", + "{@spell wall of force}" + ], + "1e": [ + "{@spell time stop}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "C", + "F", + "L", + "O" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Moon Dog", + "size": [ + "M" + ], + "type": "celestial", + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "G" + ], + "ac": [ + 16 + ], + "hp": { + "formula": "20d8 + 60", + "average": 150 + }, + "speed": { + "walk": 50 + }, + "str": 16, + "dex": 18, + "con": 16, + "int": 15, + "wis": 16, + "cha": 18, + "passive": 17, + "cr": "10", + "fluff": { + "entries": [ + "This wolf-like creature resembles a large canine with a shaggy coat flowing hair. Its eyes are obsidian orbs that hint at a greater sense of awareness above what would be typical for any mere beast, and its face is incredibly expressive. Although not immediately obvious, the creature's front paws are more akin to humanoid hands bearing five opposable digits. ", + "Guardians of Night. Due to their canine appearance and penchant for activity at night, the moon dog is often mistaken for a more baleful creature such as a ferocious wolf or yeth hound, but that couldn't be further from the truth. Moon dogs are native to the celestial plane and almost always act in the interest of protecting innocent creatures. They use their magical abilities to act on behalf of good aligned deities that hold authority over domains of light, travel, and protection. ", + "Relentless Pursuit. Moon dogs can be extremely potent fighters and they apply their skill in combat to further their relentless pursuit of evil. When in small numbers, they use their ability to communicate with other canines to form large packs that incorporate wolves, dire wolves, and other canine creatures that can be reasoned with. A moon dog heading up a pack of mundane canine creatures is bound to be a boon to any travellers in the region, as the pack will hunt down any and all evildoers they can get their paws on. " + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.pinimg.com/originals/7b/75/53/7b7553c7054eadfa1554984c298697b8.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/qvrns2K.png", + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 60 ft." + ], + "languageTags": [ + "CE", + "C", + "I", + "TP" + ], + "senses": [ + "darkvision 60 ft.", + "truesight 60 ft." + ], + "senseTags": [ + "D", + "U" + ], + "save": { + "wis": "+7" + }, + "skill": { + "intimidation": "+8", + "perception": "+7", + "stealth": "+8" + }, + "resist": [ + { + "resist": [ + "fire", + "radiant" + ] + }, + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "trait": [ + { + "name": "Evasion", + "entries": [ + "If the moon dog is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the moon dog instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The moon dog has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The moon dog has advantage on an attack roll against a creature if at least one of the moon dog's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The moon dog's innate spellcasting ability is Charisma (spell save {@dc 16}, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell dancing lights}", + "{@spell darkness}", + "{@spell fog cloud}", + "{@spell hypnotic pattern}", + "{@spell moonbeam}", + "{@spell speak with animals} (canines only)" + ], + "daily": { + "1e": [ + "{@spell planar ally}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The moon dog uses its bark, bay, or howl. It then makes two bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature.", + "{@h}15 ({@damage 2d10 + 4}) piercing damage." + ] + }, + { + "name": "Bark", + "entries": [ + "The moon dog barks, dispelling evil in its immediate area. It chooses one of the following effects:", + "Ward. For 1 minute, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against the moon dog or a creature of its choosing that it can see within 30 feet. ", + "Break Enchantment. The moon dog touches a creature it can reach that is {@condition charmed}, {@condition frightened}, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature it touches is no longer {@condition charmed}, {@condition frightened}, or possessed by such creatures.", + "Dismissal. The moon dog makes a bite attack against a celestial, an elemental, a fey, a fiend, or an undead. On a hit, it attempts to drive the creature back to its home plane. The creature must succeed on a {@dc 16} Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild." + ] + }, + { + "name": "Bay", + "entries": [ + "The moon dog bays, causing all creatures of its choosing within 30 feet of it to become {@condition frightened} of the moon dog for 1 minute unless they succeed on a {@dc 16} Wisdom Saving Throw. An affected creature can attempt a new saving throw at the end of each of their turns to end the effect and become immune to the moon dog's bay for 24 hours. " + ] + }, + { + "name": "Howl", + "entries": [ + "All creatures chosen by the moon dog within 40 feet of it take 16 ({@damage 3d10}) psychic damage, or half as much on a successful {@dc 16} Wisdom Saving Throw. " + ] + }, + { + "name": "Soothing Ministrations", + "entries": [ + "The moon dog licks the wounds of a creature within 5 feet of it, restoring 11 ({@dice 2d6 + 4}) hit points to the target. Alternatively, instead of restoring hit points the moon dog can cure one disease or end the effects of one poison affecting the creature." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "P", + "Y" + ], + "damageTagsSpell": [ + "R" + ], + "savingThrowForced": [ + "charisma", + "wisdom" + ], + "savingThrowForcedSpell": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Tiny Puzzle Golem", + "size": [ + "T" + ], + "type": "construct", + "source": "DungeonDadStatblocks", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "2d10 + 10", + "average": 21 + }, + "speed": { + "walk": 25 + }, + "str": 14, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "1", + "fluff": { + "entries": [ + "A massive humanoid figure carved in stone stands before you. Its body is chiselled from rock and etched with countless runes, meticulously placed to grant the creature life. Running all across its body are fault lines and grooves that, while tightly pressed together, seem to suggest the stone man is composed of countless smaller pieces.", + "Stone Servitors. Much like the stone golem, the puzzle golem is a construct built by an accomplished spellcaster and used by its creator as a tool. Golems are commonly used as guardians of important locations, as well as bodyguards. In the case of the puzzle golem, they are often created to fulfil these more common roles as well as for the purpose of assisting their creator with daily tasks. Since a single puzzle golem can deconstruct itself into many smaller autonomous pieces, these smaller pieces can be used to complete many mundane tasks at once. ", + "Varying Degrees. Puzzle golems are particularly difficult and costly to create, making a complete specimen quite rare. Most spellcasters are happy to settle with a large puzzle golem as they tend to be more than sufficient for most tasks. Those that seek to craft a complete puzzle golem often do so by gradually building up inventory of smaller golems until they have collected enough of them to combine the constructs into their largest and most deadly form. As such, a puzzle golem encountered in a dungeon, no matter how small, should be treated as a terrible threat. Where even a tiny puzzle golem is found, there is likely to be more pieces with the potential to combine into something truly terrifying. ", + "Tactical Insight. Whether or not a puzzle golem splits into separate components during a battle always depends on the situation. If the golem is facing a powerful, singular threat, it is likely going to remain fully intact as to best pulverise its most dangerous enemy. If the golem is facing off against a few competent enemies it is likely to split into at least two pieces to fight on multiple fronts. Against a swarm of enemies, the golem, not wanting to be overwhelmed, will split into many small components to destroy its enemies by matching their numbers." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.googleusercontent.com/keep-bbsk/ALhRneE_7Abnva0GDr2DitcFFskHWqK3ow3TgJKCu977KP4G1hnaGElykA6hx6QjlrkhL6cq6FoFlO31Ho4AIg3qE2mPsFkxounhhihywtTOQiI_oz3x=s512" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/EWFUbMS.png", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The puzzle golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The puzzle golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Reconstruction", + "entries": [ + "The golem can rebuild pieces of itself that have been destroyed in combat as long as at least one piece of it remains. For every 12 hours the creature spends reconstructing itself, it is able to create one tiny puzzle golem. The newly created golems have all their hit points. The golem can not create a number of puzzle golems greater than the amount required to restore itself to the size it was when it was created. In order to create any new golems the puzzle golem must have access to a sufficient amount of stone." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The puzzle golem's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "action": [ + { + "name": "Multiattack.", + "entries": [ + "The golem makes two slam attacks" + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature.", + "{@h}6 ({@damage 1d8 + 2}) bludgeoning damage." + ] + }, + { + "name": "Rejoin", + "entries": [ + "The golem combines with another tiny puzzle golem that is standing within 5 feet of it. Both golems merge into one {@creature small puzzle golem|dungeondadstatblocks}. The newly created puzzle golem rolls a new initiative and has hit points equal to the total amount of the two tiny golems that were combined to create it. Any negative status effects imposed by spells or other sources are not passed on to the newly created puzzle golem." + ] + } + ], + "miscTags": [ + "MW" + ], + "shortName": "Puzzle Golem", + "damageTags": [ + "B" + ] + }, + { + "name": "Small Puzzle Golem", + "size": [ + "S" + ], + "type": "construct", + "source": "DungeonDadStatblocks", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "4d10 + 20", + "average": 42 + }, + "speed": { + "walk": 25 + }, + "str": 18, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "3", + "fluff": { + "entries": [ + "A massive humanoid figure carved in stone stands before you. Its body is chiselled from rock and etched with countless runes, meticulously placed to grant the creature life. Running all across its body are fault lines and grooves that, while tightly pressed together, seem to suggest the stone man is composed of countless smaller pieces.", + "Stone Servitors. Much like the stone golem, the puzzle golem is a construct built by an accomplished spellcaster and used by its creator as a tool. Golems are commonly used as guardians of important locations, as well as bodyguards. In the case of the puzzle golem, they are often created to fulfil these more common roles as well as for the purpose of assisting their creator with daily tasks. Since a single puzzle golem can deconstruct itself into many smaller autonomous pieces, these smaller pieces can be used to complete many mundane tasks at once. ", + "Varying Degrees. Puzzle golems are particularly difficult and costly to create, making a complete specimen quite rare. Most spellcasters are happy to settle with a large puzzle golem as they tend to be more than sufficient for most tasks. Those that seek to craft a complete puzzle golem often do so by gradually building up inventory of smaller golems until they have collected enough of them to combine the constructs into their largest and most deadly form. As such, a puzzle golem encountered in a dungeon, no matter how small, should be treated as a terrible threat. Where even a tiny puzzle golem is found, there is likely to be more pieces with the potential to combine into something truly terrifying. ", + "Tactical Insight. Whether or not a puzzle golem splits into separate components during a battle always depends on the situation. If the golem is facing a powerful, singular threat, it is likely going to remain fully intact as to best pulverise its most dangerous enemy. If the golem is facing off against a few competent enemies it is likely to split into at least two pieces to fight on multiple fronts. Against a swarm of enemies, the golem, not wanting to be overwhelmed, will split into many small components to destroy its enemies by matching their numbers." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.googleusercontent.com/keep-bbsk/ALhRneE_7Abnva0GDr2DitcFFskHWqK3ow3TgJKCu977KP4G1hnaGElykA6hx6QjlrkhL6cq6FoFlO31Ho4AIg3qE2mPsFkxounhhihywtTOQiI_oz3x=s512" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/EWFUbMS.png", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The puzzle golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The puzzle golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Reconstruction", + "entries": [ + "The golem can rebuild pieces of itself that have been destroyed in combat as long as at least one piece of it remains. For every 12 hours the creature spends reconstructing itself, it is able to create one tiny puzzle golem. The newly created golems have all their hit points. The golem can not create a number of puzzle golems greater than the amount required to restore itself to the size it was when it was created. In order to create any new golems the puzzle golem must have access to a sufficient amount of stone." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The puzzle golem's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "action": [ + { + "name": "Multiattack.", + "entries": [ + "The golem makes two slam attacks" + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Rejoin", + "entries": [ + "The golem combines with another small puzzle golem that is standing within 5 feet of it. Both golems merge into one {@creature medium puzzle golem|dungeondadstatblocks}. The newly created puzzle golem rolls a new initiative and has hit points equal to the total amount of the two tiny golems that were combined to create it. Any negative status effects imposed by spells or other sources are not passed on to the newly created puzzle golem." + ] + }, + { + "name": "Split", + "entries": [ + "The golem splits into two {@creature tiny puzzle golem|dungeondadstatblocks}s. The two new golems each have half the amount of hit points the small puzzle golem had. They both roll their own initiative and appear in the space previously occupied by the small puzzle golem." + ] + } + ], + "miscTags": [ + "MW" + ], + "shortName": "Puzzle Golem", + "damageTags": [ + "B" + ] + }, + { + "name": "Medium Puzzle Golem", + "size": [ + "M" + ], + "type": "construct", + "source": "DungeonDadStatblocks", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "8d10 + 40", + "average": 84 + }, + "speed": { + "walk": 25 + }, + "str": 20, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "5", + "fluff": { + "entries": [ + "A massive humanoid figure carved in stone stands before you. Its body is chiselled from rock and etched with countless runes, meticulously placed to grant the creature life. Running all across its body are fault lines and grooves that, while tightly pressed together, seem to suggest the stone man is composed of countless smaller pieces.", + "Stone Servitors. Much like the stone golem, the puzzle golem is a construct built by an accomplished spellcaster and used by its creator as a tool. Golems are commonly used as guardians of important locations, as well as bodyguards. In the case of the puzzle golem, they are often created to fulfil these more common roles as well as for the purpose of assisting their creator with daily tasks. Since a single puzzle golem can deconstruct itself into many smaller autonomous pieces, these smaller pieces can be used to complete many mundane tasks at once. ", + "Varying Degrees. Puzzle golems are particularly difficult and costly to create, making a complete specimen quite rare. Most spellcasters are happy to settle with a large puzzle golem as they tend to be more than sufficient for most tasks. Those that seek to craft a complete puzzle golem often do so by gradually building up inventory of smaller golems until they have collected enough of them to combine the constructs into their largest and most deadly form. As such, a puzzle golem encountered in a dungeon, no matter how small, should be treated as a terrible threat. Where even a tiny puzzle golem is found, there is likely to be more pieces with the potential to combine into something truly terrifying. ", + "Tactical Insight. Whether or not a puzzle golem splits into separate components during a battle always depends on the situation. If the golem is facing a powerful, singular threat, it is likely going to remain fully intact as to best pulverise its most dangerous enemy. If the golem is facing off against a few competent enemies it is likely to split into at least two pieces to fight on multiple fronts. Against a swarm of enemies, the golem, not wanting to be overwhelmed, will split into many small components to destroy its enemies by matching their numbers." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.googleusercontent.com/keep-bbsk/ALhRneE_7Abnva0GDr2DitcFFskHWqK3ow3TgJKCu977KP4G1hnaGElykA6hx6QjlrkhL6cq6FoFlO31Ho4AIg3qE2mPsFkxounhhihywtTOQiI_oz3x=s512" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/EWFUbMS.png", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The puzzle golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The puzzle golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Reconstruction", + "entries": [ + "The golem can rebuild pieces of itself that have been destroyed in combat as long as at least one piece of it remains. For every 12 hours the creature spends reconstructing itself, it is able to create one tiny puzzle golem. The newly created golems have all their hit points. The golem can not create a number of puzzle golems greater than the amount required to restore itself to the size it was when it was created. In order to create any new golems the puzzle golem must have access to a sufficient amount of stone." + ] + }, + { + "name": "Regeneration", + "entries": [ + "As long as the golem has at least 1 hit point, it regains {@dice 1d4} hit points at the start of each of its turns." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The puzzle golem's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Regeneration" + ], + "action": [ + { + "name": "Multiattack.", + "entries": [ + "The golem makes two slam attacks" + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature.", + "{@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Hurl", + "entries": [ + "{@atk rw} {@hit 8} to hit, reach 60/120 ft., one creature. ", + "{@h}24 ({@damage 3d12 + 5}) bludgeoning damage and the golem takes 21 ({@damage 2d10 + 10}) force damage whether the attack hits or misses. The golem tears a {@creature tiny puzzle golem|dungeondadstatblocks} off of itself and throws it. That piece appears in a space within 5 feet of the target and has hit points equal to the amount of damage the golem dealt to itself with this action. The new puzzle golem rolls its own initiative. " + ] + }, + { + "name": "Rejoin", + "entries": [ + "The golem combines with another medium puzzle golem that is standing within 5 feet of it. Both golems merge into one {@creature large puzzle golem|dungeondadstatblocks}. The newly created puzzle golem rolls a new initiative and has hit points equal to the total amount of the two medium golems that were combined to create it. Any negative status effects imposed by spells or other sources are not passed on to the newly created puzzle golem." + ] + }, + { + "name": "Split", + "entries": [ + "The golem splits into two {@creature small puzzle golem|dungeondadstatblocks}s. The two new golems each have half the amount of hit points the medium puzzle golem had. They both roll their own initiative and appear in the space previously occupied by the medium puzzle golem." + ] + } + ], + "miscTags": [ + "MW", + "RW" + ], + "shortName": "Puzzle Golem", + "damageTags": [ + "B", + "O" + ] + }, + { + "name": "Large Puzzle Golem", + "size": [ + "L" + ], + "type": "construct", + "source": "DungeonDadStatblocks", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "16d10 + 80", + "average": 168 + }, + "speed": { + "walk": 25 + }, + "str": 24, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "11", + "fluff": { + "entries": [ + "A massive humanoid figure carved in stone stands before you. Its body is chiselled from rock and etched with countless runes, meticulously placed to grant the creature life. Running all across its body are fault lines and grooves that, while tightly pressed together, seem to suggest the stone man is composed of countless smaller pieces.", + "Stone Servitors. Much like the stone golem, the puzzle golem is a construct built by an accomplished spellcaster and used by its creator as a tool. Golems are commonly used as guardians of important locations, as well as bodyguards. In the case of the puzzle golem, they are often created to fulfil these more common roles as well as for the purpose of assisting their creator with daily tasks. Since a single puzzle golem can deconstruct itself into many smaller autonomous pieces, these smaller pieces can be used to complete many mundane tasks at once. ", + "Varying Degrees. Puzzle golems are particularly difficult and costly to create, making a complete specimen quite rare. Most spellcasters are happy to settle with a large puzzle golem as they tend to be more than sufficient for most tasks. Those that seek to craft a complete puzzle golem often do so by gradually building up inventory of smaller golems until they have collected enough of them to combine the constructs into their largest and most deadly form. As such, a puzzle golem encountered in a dungeon, no matter how small, should be treated as a terrible threat. Where even a tiny puzzle golem is found, there is likely to be more pieces with the potential to combine into something truly terrifying. ", + "Tactical Insight. Whether or not a puzzle golem splits into separate components during a battle always depends on the situation. If the golem is facing a powerful, singular threat, it is likely going to remain fully intact as to best pulverise its most dangerous enemy. If the golem is facing off against a few competent enemies it is likely to split into at least two pieces to fight on multiple fronts. Against a swarm of enemies, the golem, not wanting to be overwhelmed, will split into many small components to destroy its enemies by matching their numbers." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.googleusercontent.com/keep-bbsk/ALhRneE_7Abnva0GDr2DitcFFskHWqK3ow3TgJKCu977KP4G1hnaGElykA6hx6QjlrkhL6cq6FoFlO31Ho4AIg3qE2mPsFkxounhhihywtTOQiI_oz3x=s512" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/EWFUbMS.png", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The puzzle golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The puzzle golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Reconstruction", + "entries": [ + "The golem can rebuild pieces of itself that have been destroyed in combat as long as at least one piece of it remains. For every 12 hours the creature spends reconstructing itself, it is able to create one tiny puzzle golem. The newly created golems have all their hit points. The golem can not create a number of puzzle golems greater than the amount required to restore itself to the size it was when it was created. In order to create any new golems the puzzle golem must have access to a sufficient amount of stone." + ] + }, + { + "name": "Regeneration", + "entries": [ + "As long as the golem has at least 1 hit point, it regains {@dice 2d4} hit points at the start of each of its turns." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The puzzle golem's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Regeneration" + ], + "action": [ + { + "name": "Multiattack.", + "entries": [ + "The golem makes two slam attacks" + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one creature.", + "{@h}25 ({@damage 4d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Hurl", + "entries": [ + "{@atk rw} {@hit 11} to hit, reach 60/120 ft., one creature. ", + "{@h}46 ({@damage 6d12 + 7}) bludgeoning damage and the golem takes 42 ({@damage 4d10 + 20}) force damage whether the attack hits or misses. The golem tears a {@creature small puzzle golem|dungeondadstatblocks} off of itself and throws it. That piece appears in a space within 5 feet of the target and has hit points equal to the amount of damage the golem dealt to itself with this action. The new puzzle golem rolls its own initiative. " + ] + }, + { + "name": "Rejoin", + "entries": [ + "The golem combines with another large puzzle golem that is standing within 5 feet of it. Both golems merge into one {@creature huge puzzle golem|dungeondadstatblocks}. The newly created puzzle golem rolls a new initiative and has hit points equal to the total amount of the two large golems that were combined to create it. Any negative status effects imposed by spells or other sources are not passed on to the newly created puzzle golem." + ] + }, + { + "name": "Split", + "entries": [ + "The golem splits into two {@creature medium puzzle golem|dungeondadstatblocks}s. The two new golems each have half the amount of hit points the large puzzle golem had. They both roll their own initiative and appear in the space previously occupied by the large puzzle golem." + ] + } + ], + "miscTags": [ + "MW", + "RW" + ], + "shortName": "Puzzle Golem", + "damageTags": [ + "B", + "O" + ] + }, + { + "name": "Huge Puzzle Golem", + "size": [ + "H" + ], + "type": "construct", + "source": "DungeonDadStatblocks", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "32d10 + 160", + "average": 336 + }, + "speed": { + "walk": 25 + }, + "str": 27, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "17", + "fluff": { + "entries": [ + "A massive humanoid figure carved in stone stands before you. Its body is chiselled from rock and etched with countless runes, meticulously placed to grant the creature life. Running all across its body are fault lines and grooves that, while tightly pressed together, seem to suggest the stone man is composed of countless smaller pieces.", + "Stone Servitors. Much like the stone golem, the puzzle golem is a construct built by an accomplished spellcaster and used by its creator as a tool. Golems are commonly used as guardians of important locations, as well as bodyguards. In the case of the puzzle golem, they are often created to fulfil these more common roles as well as for the purpose of assisting their creator with daily tasks. Since a single puzzle golem can deconstruct itself into many smaller autonomous pieces, these smaller pieces can be used to complete many mundane tasks at once. ", + "Varying Degrees. Puzzle golems are particularly difficult and costly to create, making a complete specimen quite rare. Most spellcasters are happy to settle with a large puzzle golem as they tend to be more than sufficient for most tasks. Those that seek to craft a complete puzzle golem often do so by gradually building up inventory of smaller golems until they have collected enough of them to combine the constructs into their largest and most deadly form. As such, a puzzle golem encountered in a dungeon, no matter how small, should be treated as a terrible threat. Where even a tiny puzzle golem is found, there is likely to be more pieces with the potential to combine into something truly terrifying. ", + "Tactical Insight. Whether or not a puzzle golem splits into separate components during a battle always depends on the situation. If the golem is facing a powerful, singular threat, it is likely going to remain fully intact as to best pulverise its most dangerous enemy. If the golem is facing off against a few competent enemies it is likely to split into at least two pieces to fight on multiple fronts. Against a swarm of enemies, the golem, not wanting to be overwhelmed, will split into many small components to destroy its enemies by matching their numbers." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.googleusercontent.com/keep-bbsk/ALhRneE_7Abnva0GDr2DitcFFskHWqK3ow3TgJKCu977KP4G1hnaGElykA6hx6QjlrkhL6cq6FoFlO31Ho4AIg3qE2mPsFkxounhhihywtTOQiI_oz3x=s512" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/EWFUbMS.png", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The puzzle golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The puzzle golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Reconstruction", + "entries": [ + "The golem can rebuild pieces of itself that have been destroyed in combat as long as at least one piece of it remains. For every 12 hours the creature spends reconstructing itself, it is able to create one tiny puzzle golem. The newly created golems have all their hit points. The golem can not create a number of puzzle golems greater than the amount required to restore itself to the size it was when it was created. In order to create any new golems the puzzle golem must have access to a sufficient amount of stone." + ] + }, + { + "name": "Regeneration", + "entries": [ + "As long as the golem has at least 1 hit point, it regains {@dice 3d4} hit points at the start of each of its turns." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The puzzle golem's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Regeneration" + ], + "action": [ + { + "name": "Multiattack.", + "entries": [ + "The golem makes two slam attacks" + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 10 ft., one creature.", + "{@h}30 ({@damage 5d8 + 8}) bludgeoning damage." + ] + }, + { + "name": "Hurl", + "entries": [ + "{@atk rw} {@hit 14} to hit, reach 60/120 ft., one creature. ", + "{@h}60 ({@damage 8d12 + 8}) bludgeoning damage and the golem takes 84 ({@damage 8d10 + 40}) force damage whether the attack hits or misses. The golem tears a {@creature medium puzzle golem|dungeondadstatblocks} off of itself and throws it. That piece appears in a space within 5 feet of the target and has hit points equal to the amount of damage the golem dealt to itself with this action. The new puzzle golem rolls its own initiative. " + ] + }, + { + "name": "Rejoin", + "entries": [ + "The golem combines with another huge puzzle golem that is standing within 5 feet of it. Both golems merge into one {@creature complete puzzle golem|dungeondadstatblocks}. The newly created puzzle golem rolls a new initiative and has hit points equal to the total amount of the two huge golems that were combined to create it. Any negative status effects imposed by spells or other sources are not passed on to the newly created puzzle golem." + ] + }, + { + "name": "Split", + "entries": [ + "The golem splits into two {@creature large puzzle golem|dungeondadstatblocks}s. The two new golems each have half the amount of hit points the huge puzzle golem had. They both roll their own initiative and appear in the space previously occupied by the huge puzzle golem." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "shortName": "Puzzle Golem", + "damageTags": [ + "B", + "O" + ] + }, + { + "name": "Complete Puzzle Golem", + "size": [ + "G" + ], + "type": "construct", + "source": "DungeonDadStatblocks", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "64d10 + 320", + "average": 672 + }, + "speed": { + "walk": 25 + }, + "str": 30, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "24", + "fluff": { + "entries": [ + "A massive humanoid figure carved in stone stands before you. Its body is chiselled from rock and etched with countless runes, meticulously placed to grant the creature life. Running all across its body are fault lines and grooves that, while tightly pressed together, seem to suggest the stone man is composed of countless smaller pieces.", + "Stone Servitors. Much like the stone golem, the puzzle golem is a construct built by an accomplished spellcaster and used by its creator as a tool. Golems are commonly used as guardians of important locations, as well as bodyguards. In the case of the puzzle golem, they are often created to fulfil these more common roles as well as for the purpose of assisting their creator with daily tasks. Since a single puzzle golem can deconstruct itself into many smaller autonomous pieces, these smaller pieces can be used to complete many mundane tasks at once. ", + "Varying Degrees. Puzzle golems are particularly difficult and costly to create, making a complete specimen quite rare. Most spellcasters are happy to settle with a large puzzle golem as they tend to be more than sufficient for most tasks. Those that seek to craft a complete puzzle golem often do so by gradually building up inventory of smaller golems until they have collected enough of them to combine the constructs into their largest and most deadly form. As such, a puzzle golem encountered in a dungeon, no matter how small, should be treated as a terrible threat. Where even a tiny puzzle golem is found, there is likely to be more pieces with the potential to combine into something truly terrifying. ", + "Tactical Insight. Whether or not a puzzle golem splits into separate components during a battle always depends on the situation. If the golem is facing a powerful, singular threat, it is likely going to remain fully intact as to best pulverise its most dangerous enemy. If the golem is facing off against a few competent enemies it is likely to split into at least two pieces to fight on multiple fronts. Against a swarm of enemies, the golem, not wanting to be overwhelmed, will split into many small components to destroy its enemies by matching their numbers." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.googleusercontent.com/keep-bbsk/ALhRneE_7Abnva0GDr2DitcFFskHWqK3ow3TgJKCu977KP4G1hnaGElykA6hx6QjlrkhL6cq6FoFlO31Ho4AIg3qE2mPsFkxounhhihywtTOQiI_oz3x=s512" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/EWFUbMS.png", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The puzzle golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The puzzle golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Reconstruction", + "entries": [ + "The golem can rebuild pieces of itself that have been destroyed in combat as long as at least one piece of it remains. For every 12 hours the creature spends reconstructing itself, it is able to create one tiny puzzle golem. The newly created golems have all their hit points. The golem can not create a number of puzzle golems greater than the amount required to restore itself to the size it was when it was created. In order to create any new golems the puzzle golem must have access to a sufficient amount of stone." + ] + }, + { + "name": "Regeneration", + "entries": [ + "As long as the golem has at least 1 hit point, it regains {@dice 4d4} hit points at the start of each of its turns." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The puzzle golem's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Regeneration" + ], + "action": [ + { + "name": "Multiattack.", + "entries": [ + "The golem makes two slam attacks" + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 10 ft., one creature.", + "{@h}46 ({@damage 8d8 + 10}) bludgeoning damage." + ] + }, + { + "name": "Hurl", + "entries": [ + "{@atk rw} {@hit 14} to hit, reach 60/120 ft., one creature. ", + "{@h}88 ({@damage 12d12 + 10}) bludgeoning damage and the golem takes 168 ({@damage 16d10 + 80}) force damage whether the attack hits or misses. The golem tears a {@creature large puzzle golem|dungeondadstatblocks} off of itself and throws it. That piece appears in a space within 5 feet of the target and has hit points equal to the amount of damage the golem dealt to itself with this action. The new puzzle golem rolls its own initiative. " + ] + }, + { + "name": "Split", + "entries": [ + "The golem splits into two {@creature huge puzzle golem|dungeondadstatblocks}s. The two new golems each have half the amount of hit points the complete puzzle golem had. They both roll their own initiative and appear in the space previously occupied by the complete puzzle golem." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "shortName": "Puzzle Golem", + "damageTags": [ + "B", + "O" + ] + }, + { + "name": "Iron Dragon Wyrmling", + "size": [ + "L" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "8d10 + 32", + "average": 76 + }, + "speed": { + "walk": 30, + "burrow": 15, + "fly": 60 + }, + "str": 20, + "dex": 14, + "con": 18, + "int": 14, + "wis": 11, + "cha": 14, + "passive": 12, + "cr": "4", + "dragonAge": "wyrmling", + "languages": [ + "Draconic" + ], + "languageTags": [ + "DR" + ], + "save": { + "dex": "+4", + "con": "+6", + "wis": "+2", + "cha": "+4" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "skill": { + "history": "+4", + "intimidation": "+4", + "perception": "+2" + }, + "immune": [ + "fire" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", + "{@h}11 ({@damage 1d12 + 5}) piercing damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sleep Breath", + "entry": "The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or fall {@condition unconscious} for {@dice 1d6} rounds, or until they take damage, or someone uses an action to shake or slap them awake." + }, + { + "type": "item", + "name": "Spark Breath", + "entry": "The dragon exhales brilliant sparks in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and 11 ({@damage 2d10}) lightning damage on a failed save, or half as much damage on a successful one." + } + ] + } + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).", + "In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." + ] + } + ], + "actionTags": [ + "Breath Weapon", + "Shapechanger" + ], + "miscTags": [ + "MW", + "AOE" + ], + "conditionInflict": [ + "unconscious" + ], + "shortName": "Dragon", + "fluff": { + "entries": [ + "A truly massive creature, even by draconic standards, the iron dragon stands imperious and imposing over all who draw near. The creature's wings stretch far and wide, connecting at its hulking shoulders and running down the length of its body. Its scales gleam with a brilliant metallic grey and its beady red eyes cut through the darkness of night. Atop the dragon's head are three swept back horns, each ending in a pointed tip. ", + "Rulers Scorned. There once was a time when iron dragons ruled vast kingdoms and commanded respect from all other creatures, even other dragons. Due to countless wars and a gradual decline in their society, the iron dragons were toppled from their place at the top. Now, under the guidance of their great sovereign, the iron dragons seek to reinstate their position as the uncontested rulers of the realm. ", + "The Iron Wars. The final conflict that brought down the kingdom of ferrous dragons, whom the iron dragons ruled, was a conflict that lasted several centuries and came to be known as the iron wars. During this time of unrelenting conflict between the dominant ferrous dragon species, things shifted when the nickel dragons switched sides to fight on behalf of the great iron dragon, Gruaghlothor. This quickly ended the war and drove many ferrous dragons into extinction or obscurity. When questioned on what happened to these other dragon species, most ferrous dragons remain silent on the subject.", + "Ferrous Hierarchy. Iron dragons sit at the top of the ferrous dragon hierarchy. Beyond their own internal hierarchy used to dictate commands among their own kind, they also rule over chrome, cobalt, tungsten, and nickel dragons. Each ferrous dragon species has their own sovereign, an exceptionally powerful great wyrm who speaks for their kind. At the top of the iron dragon's chain of command is a dragon known as the Iron Sovereign." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/a/a8/Iron_dragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/JDCcQXs.png", + "damageTags": [ + "F", + "L", + "P" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Young Iron Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d12 + 102", + "average": 212 + }, + "speed": { + "walk": 40, + "burrow": 20, + "fly": 80 + }, + "str": 24, + "dex": 14, + "con": 22, + "int": 16, + "wis": 13, + "cha": 18, + "passive": 15, + "cr": "11", + "dragonAge": "young", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "save": { + "dex": "+6", + "con": "+10", + "wis": "+5", + "cha": "+8" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "skill": { + "history": "+7", + "intimidation": "+8", + "perception": "+5" + }, + "immune": [ + "fire" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one creature.", + "{@h}20 ({@damage 2d12 + 7}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one creature.", + "{@h}16 ({@damage 2d8 + 7}) slashing damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sleep Breath", + "entry": "The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or fall {@condition unconscious} for {@dice 2d6} rounds, or until they take damage, or someone uses an action to shake or slap them awake." + }, + { + "type": "item", + "name": "Spark Breath", + "entry": "The dragon exhales brilliant sparks in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 27 ({@damage 5d10}) fire damage and 27 ({@damage 5d10}) lightning damage on a failed save, or half as much damage on a successful one." + } + ] + } + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).", + "In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." + ] + } + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Shapechanger" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "unconscious" + ], + "shortName": "Dragon", + "fluff": { + "entries": [ + "A truly massive creature, even by draconic standards, the iron dragon stands imperious and imposing over all who draw near. The creature's wings stretch far and wide, connecting at its hulking shoulders and running down the length of its body. Its scales gleam with a brilliant metallic grey and its beady red eyes cut through the darkness of night. Atop the dragon's head are three swept back horns, each ending in a pointed tip. ", + "Rulers Scorned. There once was a time when iron dragons ruled vast kingdoms and commanded respect from all other creatures, even other dragons. Due to countless wars and a gradual decline in their society, the iron dragons were toppled from their place at the top. Now, under the guidance of their great sovereign, the iron dragons seek to reinstate their position as the uncontested rulers of the realm. ", + "The Iron Wars. The final conflict that brought down the kingdom of ferrous dragons, whom the iron dragons ruled, was a conflict that lasted several centuries and came to be known as the iron wars. During this time of unrelenting conflict between the dominant ferrous dragon species, things shifted when the nickel dragons switched sides to fight on behalf of the great iron dragon, Gruaghlothor. This quickly ended the war and drove many ferrous dragons into extinction or obscurity. When questioned on what happened to these other dragon species, most ferrous dragons remain silent on the subject.", + "Ferrous Hierarchy. Iron dragons sit at the top of the ferrous dragon hierarchy. Beyond their own internal hierarchy used to dictate commands among their own kind, they also rule over chrome, cobalt, tungsten, and nickel dragons. Each ferrous dragon species has their own sovereign, an exceptionally powerful great wyrm who speaks for their kind. At the top of the iron dragon's chain of command is a dragon known as the Iron Sovereign." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/a/a8/Iron_dragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/JDCcQXs.png", + "damageTags": [ + "F", + "L", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Adult Iron Dragon", + "size": [ + "G" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "19d20 + 171", + "average": 370 + }, + "speed": { + "walk": 40, + "burrow": 20, + "fly": 80 + }, + "str": 28, + "dex": 14, + "con": 28, + "int": 18, + "wis": 15, + "cha": 22, + "passive": 18, + "cr": "18", + "dragonAge": "adult", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "save": { + "dex": "+8", + "con": "+15", + "wis": "+8", + "cha": "+12" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "skill": { + "history": "+10", + "intimidation": "+12", + "perception": "+8" + }, + "immune": [ + "fire" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 10 ft., one creature.", + "{@h}22 ({@damage 2d12 + 9}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 5 ft., one creature.", + "{@h}18 ({@damage 2d8 + 9}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one creature.", + "{@h}16 ({@damage 2d10 + 9}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sleep Breath", + "entry": "The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or fall {@condition unconscious} for {@dice 2d8} rounds, or until they take damage, or someone uses an action to shake or slap them awake." + }, + { + "type": "item", + "name": "Spark Breath", + "entry": "The dragon exhales brilliant sparks in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 33 ({@damage 6d10}) fire damage and 33 ({@damage 6d10}) lightning damage on a failed save, or half as much damage on a successful one." + } + ] + } + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).", + "In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." + ] + } + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack", + "Shapechanger" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "frightened", + "prone", + "unconscious" + ], + "shortName": "Dragon", + "fluff": { + "entries": [ + "A truly massive creature, even by draconic standards, the iron dragon stands imperious and imposing over all who draw near. The creature's wings stretch far and wide, connecting at its hulking shoulders and running down the length of its body. Its scales gleam with a brilliant metallic grey and its beady red eyes cut through the darkness of night. Atop the dragon's head are three swept back horns, each ending in a pointed tip. ", + "Rulers Scorned. There once was a time when iron dragons ruled vast kingdoms and commanded respect from all other creatures, even other dragons. Due to countless wars and a gradual decline in their society, the iron dragons were toppled from their place at the top. Now, under the guidance of their great sovereign, the iron dragons seek to reinstate their position as the uncontested rulers of the realm. ", + "The Iron Wars. The final conflict that brought down the kingdom of ferrous dragons, whom the iron dragons ruled, was a conflict that lasted several centuries and came to be known as the iron wars. During this time of unrelenting conflict between the dominant ferrous dragon species, things shifted when the nickel dragons switched sides to fight on behalf of the great iron dragon, Gruaghlothor. This quickly ended the war and drove many ferrous dragons into extinction or obscurity. When questioned on what happened to these other dragon species, most ferrous dragons remain silent on the subject.", + "Ferrous Hierarchy. Iron dragons sit at the top of the ferrous dragon hierarchy. Beyond their own internal hierarchy used to dictate commands among their own kind, they also rule over chrome, cobalt, tungsten, and nickel dragons. Each ferrous dragon species has their own sovereign, an exceptionally powerful great wyrm who speaks for their kind. At the top of the iron dragon's chain of command is a dragon known as the Iron Sovereign." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/a/a8/Iron_dragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/JDCcQXs.png", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Iron Dragon", + "source": "DungeonDadStatblocks" + }, + "damageTags": [ + "B", + "F", + "L", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Ancient Iron Dragon", + "size": [ + "G" + ], + "type": { + "type": "dragon", + "tags": [ + "titan" + ] + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "30d20 + 300", + "average": 615 + }, + "speed": { + "walk": 40, + "burrow": 20, + "fly": 80 + }, + "str": 30, + "dex": 14, + "con": 30, + "int": 20, + "wis": 17, + "cha": 26, + "passive": 21, + "cr": "25", + "dragonAge": "ancient", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "save": { + "dex": "+10", + "con": "+18", + "wis": "+11", + "cha": "+16" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "skill": { + "history": "+13", + "intimidation": "+16", + "perception": "+11" + }, + "immune": [ + "fire" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 10 ft., one creature.", + "{@h}23 ({@damage 2d12 + 10}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 5 ft., one creature.", + "{@h}19 ({@damage 2d8 + 10}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 15 ft., one creature.", + "{@h}17 ({@damage 2d10 + 10}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 24} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sleep Breath", + "entry": "The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 24} Constitution saving throw or fall {@condition unconscious} for {@dice 3d8} rounds, or until they take damage, or someone uses an action to shake or slap them awake." + }, + { + "type": "item", + "name": "Spark Breath", + "entry": "The dragon exhales brilliant sparks in a 60-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 38 ({@damage 7d10}) fire damage and 38 ({@damage 7d10}) lightning damage on a failed save, or half as much damage on a successful one." + } + ] + } + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).", + "In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." + ] + } + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack", + "Shapechanger" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "frightened", + "prone", + "unconscious" + ], + "shortName": "Dragon", + "fluff": { + "entries": [ + "A truly massive creature, even by draconic standards, the iron dragon stands imperious and imposing over all who draw near. The creature's wings stretch far and wide, connecting at its hulking shoulders and running down the length of its body. Its scales gleam with a brilliant metallic grey and its beady red eyes cut through the darkness of night. Atop the dragon's head are three swept back horns, each ending in a pointed tip. ", + "Rulers Scorned. There once was a time when iron dragons ruled vast kingdoms and commanded respect from all other creatures, even other dragons. Due to countless wars and a gradual decline in their society, the iron dragons were toppled from their place at the top. Now, under the guidance of their great sovereign, the iron dragons seek to reinstate their position as the uncontested rulers of the realm. ", + "The Iron Wars. The final conflict that brought down the kingdom of ferrous dragons, whom the iron dragons ruled, was a conflict that lasted several centuries and came to be known as the iron wars. During this time of unrelenting conflict between the dominant ferrous dragon species, things shifted when the nickel dragons switched sides to fight on behalf of the great iron dragon, Gruaghlothor. This quickly ended the war and drove many ferrous dragons into extinction or obscurity. When questioned on what happened to these other dragon species, most ferrous dragons remain silent on the subject.", + "Ferrous Hierarchy. Iron dragons sit at the top of the ferrous dragon hierarchy. Beyond their own internal hierarchy used to dictate commands among their own kind, they also rule over chrome, cobalt, tungsten, and nickel dragons. Each ferrous dragon species has their own sovereign, an exceptionally powerful great wyrm who speaks for their kind. At the top of the iron dragon's chain of command is a dragon known as the Iron Sovereign." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/a/a8/Iron_dragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/JDCcQXs.png", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Iron Dragon", + "source": "DungeonDadStatblocks" + }, + "damageTags": [ + "B", + "F", + "L", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Reef Giant", + "size": [ + "H" + ], + "type": "giant", + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "18d12 + 108", + "average": 225 + }, + "speed": { + "walk": 50, + "swim": 60 + }, + "str": 28, + "dex": 15, + "con": 22, + "int": 14, + "wis": 18, + "cha": 20, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "Standing sixteen feet tall, this imposing giant exudes confidence. The giant's long silver hair seems all the more brilliant in the direct light of the sun, and its copper skin glistens with sea water and salt. ", + "Loners. Reef giants live in solitude for the majority of their lifespan. They enjoy the peace and quiet that comes with carving out your own spot in the world. They make their homes on tropical islands, on the seafloor, and in large reefs teeming with sea life. Though they tend to live in obscurity, they do not live in squalor. Reef giants construct and live within colossal mansions large enough to house them comfortably in luxury. They make sure to take time for relaxation and enjoyment of life as a point, making sure to avoid being involved with politics and other such petty endeavours. As such, they are completely exempt from the ordning, opting not to participate in giant culture beyond their own. ", + "Monogamous Lovers. While unjoined, reef giants may live a lonely life, should they find a partner and fall in love, they mate for life. When two reef giants find one another to be suitable companions, they merge what riches and other assets they have and live their life of luxury together. Should the pair ever produce children, upon reaching adulthood, all but the eldest daughter leave the giant's estate to claim their own corner of the ocean. Traditionally, the eldest daughter remains with her parents to care for them as they pass into old age, and eventually to the afterlife, however, such service doesn't come without reward. Upon the passing of her final parent, all riches and estate owned by her parents pass on to the ownership and care of the eldest daughter to do with as she pleases. Such an eligible bachelorette often attracts suitors from the surrounding area, who are welcomed to make their case for partnership. Reef giants are notoriously picky, unwilling to settle for anything less than exactly what they want, and this attitude also extends to their choice of companion. In many cases the eldest daughter may simply exchange her assets for treasure and take up a life of adventure before finding a place to call her own. ", + "Strange Wanderers. Many reef giants are content to simply live out their long lives in a paradise of their own creation, however, there are always those among them that wish to see more of the world before settling down. Such individuals often find work as sailors, though only the largest seafaring vessels can manage to take them aboard. Those that choose a simple life are often able to grind out a living by taking various treasures and oddities from the seafloor to market for trade, using the gold they earn to pay for materials and other luxuries they can't find themselves in the ocean." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/gGsSn9H.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/TLYfxhY.png", + "languages": [ + "Aquan", + "Common", + "Giant" + ], + "languageTags": [ + "AQ", + "C", + "GI" + ], + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "save": { + "con": "+10", + "wis": "+8", + "cha": "+9" + }, + "skill": { + "nature": "+6", + "perception": "+8", + "persuasion": "+9" + }, + "immune": [ + "cold" + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The reef giant can breathe air and water." + ] + } + ], + "traitTags": [ + "Amphibious" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The giant's innate spellcasting ability is Charisma (spell save {@dc 17}, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell create or destroy water}", + "{@spell shape water|XGE}", + "{@spell water breathing}", + "{@spell water walk}" + ], + "daily": { + "3e": [ + "{@spell fog cloud}", + "{@spell misty step}", + "{@spell wall of water|XGE}" + ], + "1e": [ + "{@spell control weather}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giants can make an attack with its net. It then attacks twice with its trident. " + ] + }, + { + "name": "Trident", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 15 ft., one creature.", + "{@h}19 ({@damage 3d6 + 9}) damage." + ] + }, + { + "name": "Net", + "entries": [ + "{@atk rw} {@hit 13} to hit, reach 10/30 ft., one creature.", + "{@h}The target is {@condition restrained} (escape {@dc 15}). The net has no effect on creatures that are formless. Dealing 15 slashing damage to the net (AC 10) frees the creature without harming it, ending the effect and destroying the net." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 13} to hit, reach 60/240 ft., one creature.", + "{@h}35 ({@damage 4d12 + 9}) bludgeoning damage." + ] + }, + { + "name": "Whirlpool {@recharge 5}", + "entries": [ + "The giant creates a whirlpool in a body of water surrounding it. All creatures within 60 feet of the giant are pulled 15 feet towards it and take 14 ({@damage 4d6}) bludgeoning damage, or half as much on a successful {@dc 17} Strength Saving Throw. Creatures that fail this save by 5 or more immediately begin to suffocate as water rushes into their lungs." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RCH", + "MLW", + "RW" + ], + "attachedItems": [ + "net|phb", + "trident|phb" + ], + "conditionInflict": [ + "restrained" + ], + "damageTags": [ + "B", + "S" + ], + "savingThrowForced": [ + "strength" + ] + }, + { + "name": "Wingless Wonder", + "size": [ + "S" + ], + "type": "aberration", + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "G" + ], + "ac": [ + 9 + ], + "hp": { + "formula": "2d6 + 2", + "average": 9 + }, + "speed": { + "walk": 30, + "climb": 10 + }, + "str": 8, + "dex": 8, + "con": 12, + "int": 6, + "wis": 7, + "cha": 10, + "passive": 8, + "cr": "1/2", + "fluff": { + "entries": [ + "This small egg-shaped creature wanders around aimlessly. Its two suction cupped feet make a tremendous amount of noise as it moves. The creature's body is a greenish-blue that darkens into a deep purple around the bottom of its bulbous form. Atop its head is a nest of tentacles that reach out and attempt to feel anything nearby, while its two massive eyes stare vacantly ahead. On either side of the monster is a spindly arm which it seems to flap up and down uncontrollably, as if trying to fly. ", + "Walking Eggs. Known among sages as the alkada, and to everyone else as the wingless wonder, these mysterious creatures baffle even the most learned scholars. They are extremely simple minded and seem utterly inept at defending themselves in the wild. This has made encountering a wingless wonder a rare event, due to the fact that very few of them survive anywhere other creatures are plentiful. Their poisonous flesh does keep most predators at bay, however, this does not stop many of the humanoid creatures they encounter from attacking them on sight, presuming that they pose some kind of threat. Though in some places, they are known to be harmless by the population and are simply left to their devices.", + "Fearless Explorers. Fear is not an instinct that exists within the wingless wonder. Neither is common sense. Wonders explore the world around them with a shy fascination that leads them down just about any path they find themselves on. They are utterly fascinated by shiny objects such as gemstones and reflective surfaces, and will happily place such things in their mouth, located at the centre of their massed tentacles. Though these objects provide no sustenance to the creature, they enjoy collecting them nonetheless. ", + "Egg Baskets. The wingless wonder carries around anywhere between one and a dozen alkada eggs at any given time. When meeting another of its kind, the two may fertilise the eggs carried by one another. An alkada carries a fertilised egg for six months before placing it on the ground, whereupon it hatches instantly. The young alkada follow their parent for a time, but mature rapidly before going their own way. ", + "Trapped Wizards. Approximately a quarter of all wingless wonders wandering the land are actually transformed humanoid creatures, many of which were wizards or spellcasters of some kind. They are the result of a trend among wizards where rather than simply killing your enemy at the end of an arcane duel, the winner would trap the defeated in wonder form using a spell called {@spell Thaelur's Wonder|dungeondadstatblocks}. This was widely seen as a fate worse than death and may also be the true origin of the alkada species. Being trapped as a wingless wonder is a maddening experience, only elongated by the fact that alkada don't seem to have an upper limit on their natural lives, only dying when slain by another creature or their own stupidity." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/5UIPbRl.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/MbIEYv9.png", + "alias": [ + "alkada" + ], + "senses": [ + "darkvision 10 ft.", + "blind beyond this radius" + ], + "senseTags": [ + "D" + ], + "immune": [ + "fire" + ], + "trait": [ + { + "name": "Antimagic Aura", + "entries": [ + "A 10-foot-radius sphere of antimagic surrounds the wonder. Within the sphere, spells can't be cast, summoned creatures disappear, and magic items become mundane. Spells and other magical effects, except those created by an artifact or a deity or a casting of dispel magic or remove curse, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other." + ] + }, + { + "name": "Magic Immunity", + "entries": [ + "The wingless wonder can't be affected or detected by spells other than remove curse and dispel magic. " + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "The flesh of the wonder is poisonous. Any creature that eats the wonder's flesh or hits it with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or take 16 ({@damage 3d10}) poison damage and become {@condition poisoned} for 24 hours." + ] + }, + { + "name": "Psionic Lash", + "entries": [ + "When the wonder dies it unleashes a psionic blast of energy in a 30 foot radius surrounding its corpse. All creatures in that area who dealt any amount of damage to the wonder in the past year take 18 ({@damage 4d8}) psychic damage, or half as much on a successful {@dc 15} Intelligence Saving Throw." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "grappled", + "poisoned" + ], + "action": [ + { + "name": "Tentacles", + "entries": [ + "{@atk mw} +1 to hit, reach 10 ft., one creature.", + "{@h}1 ({@damage 1d4 - 1}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 9}). If the wonder is hit by a melee or ranged attack, it stops grappling any creature held in its tentacles immediately. " + ] + } + ], + "actionTags": [ + "Tentacles" + ], + "damageTags": [ + "B", + "I", + "Y" + ], + "savingThrowForced": [ + "constitution", + "intelligence" + ] + } + ], + "legendaryGroup": [ + { + "name": "Yellow Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone.", + "A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon's lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.", + "The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "High velocity winds ravage the landscape within 6 miles of the dragon's lair.", + "Any body of water within 6 miles of the dragon's lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.", + "The area within 1 mile of the dragon's lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt." + ] + }, + "If the dragon dies, any water that would not typically have sat in it returns to normal within {@dice 1d10} days and the winds return to normal immediately." + ] + }, + { + "name": "Stellar Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "Light erupts from the many brilliant crystals within the layer. All creatures of the dragon's choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.", + "Teleportation magic surges and causes every creature of the dragon's choice within the lair be teleported 30 feet in a random direction.", + "Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Recalling information becomes difficult within 1 mile of the dragon's lair, as the dragon's magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.", + "The local fauna within 1 mile of the dragon's lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.", + "All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade." + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, + { + "name": "Purple Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "A tunnel collapses in a 20-foot radius centered on a point within 120 feet of the dragon. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by falling rocks. A creature can use an action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach. This may also cause a new pathway to open up at the DM's discretion.", + "The dragon attempts to slip away into one of the many interconnected tunnels of the lair. If no tunnel is easily accessible, it will smash a hole in a nearby wall, creating a new opening it can move through to escape into its lair. As part of this lair action, the purple dragon may attempt a stealth check to remain hidden.", + "The dragon sunders the wall of its lair causing jagged fragments of hardened rock previously melted by the dragon's plasma breath flying towards a 20-foot area the dragon can see that is within 120 feet. All creatures in the area take 26 (4d12) piercing damage, or half as much on a successful DC 15 Dexterity saving throw." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "A veil of darkness enshrouds the land within 1 mile of the dragon's lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.", + "The numerous tunnels into the ground have given rise to many strange creatures that are typically only found in deep caves and underground lairs. Basilisks, trolls, minotaurs, and other subterranean creatures are much more common than they otherwise would be. Undead creatures are also frequently present due to the purple dragon's potential disruption to underground gravers and catacombs.", + "Any creature who walks on a surface touching the ground within half a mile of the dragon's lair and weighs at least 10 pounds can be detected as though with tremorsense by the dragon." + ] + }, + "If the dragon dies, the shroud of darkness is lifted immediately and the caves of its lair will slowly fill in and collapse over the course of one year." + ] + }, + { + "name": "Contemplator", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator uses it's lair action to cause one of the following effects. It can't use the same effect two rounds in a row.", + { + "type": "list", + "items": [ + "The island quakes violently, each creature on the ground must make a DC 18 dexterity saving throw or be knocked prone.", + "Thick Green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.", + "The contemplator alters the flow of time on the island for mere seconds. Every creature re-rolls initiative. The contemplator can choose to not re-roll." + ] + } + ], + "regionalEffects": [ + "A contemplator's lair have any or all of the following effects in place.", + { + "type": "list", + "items": [ + "The first time a creature with an intelligence score of 3 or more sets foot on the island, the contemplator becomes aware of their presence and location.", + "Fog lightly obscures the sea (or air) within 6 miles of the lair.", + "Creatures within 1 mile of the lair feel much more inquisitive then usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means." + ] + } + ], + "source": "DungeonDadStatblocks" + }, + { + "name": "Orange Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "Orange dragons make their home along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favour such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by travelling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest.", + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The ground splits open, allowing water to rush in, covering a 30 foot radius centred on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swim speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", + "The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a successful DC 15 Dexterity saving throw.", + "Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within the area when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.", + "All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colours. All flowers in this area also give off a sickly sweet aroma.", + "Portions of the undergrowth within 6 miles is imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common." + ] + }, + "If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days." + ] + }, + { + "name": "Gray Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 ({@damage 4d6}) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10).", + "The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.", + "Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 ({@damage 2d10}) piercing damage and be knocked prone. The area also becomes difficult terrain." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary gray dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "It becomes very difficult to cover your tracks within 10 miles of the dragon's lair. Magic that obscures the trail left behind by a creature doesn't function, and creature's make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed.", + "Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled.", + "Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell's effect." + ] + }, + "If the dragon dies the animals in the area remain oversized, however their aggression level returns to normal and any of their future offspring will be of normal size. All other effects end immediately." + ] + }, + { + "name": "Brown Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ { "source": "FTD" } @@ -37910,6 +42743,65 @@ }, "If the dragon dies, the earthquakes and eruptions gradually become less common over the course of 1d6 months until eventually the frequency returns to a normal level. All other effects end immediately." ] + }, + { + "name": "Hag Dragon", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "Thorny vines jut out from the mud and muck in an attempt to strangle enemies of the dragon. Up to 3 creatures the dragon can see must succeed on a DC 13 Dexterity saving throw. A creature that fails the save is grappled (escape DC 13) and takes 4 (1d8) piercing damage at the start of each of their turns as long as they remain grappled.", + "All creatures in a 15 foot area the dragon can see are filled with an overwhelming sense of despair as they see visions of their own lives being ripped away. They must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage.", + "A mushroom cap explodes, sending arcane spores towards a single target who must succeed on a DC 15 Dexterity saving throw or have the bioluminescent spores cling to their body. Attacks made against a spore-covered creature have advantage for 1 minute or until a creature uses an action to scrape the spores off." + ] + } + ], + "regionalEffects": [ + "Sometimes the region containing a legendary hag dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Creatures within 12 miles of the dragon's lair age at twice the normal rate, adding the lost lifespan to that of the dragon.", + "Many wild animals within 3 miles of the dragon's lair, especially frogs, snakes, and other small fauna, mutate to have one massive eye in their skull instead of two. The dragon can use an action to see through the large eye of any of these creatures.", + "The area within 6 miles of the dragon's lair is lightly obscured by an orange haze." + ] + }, + "If the dragon dies, creatures age at a normal rate instantly and their lost lifespan is returned, mutated wild animals maintain their mutations, but all future offspring return to normal, and the haze disperses over one day." + ], + "mythicEncounter": [], + "source": "DungeonDadStatblocks" + }, + { + "name": "Iron Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The dragon's lair attempts to claim a creature as its own, transforming them into a statue made of solid iron. A single living creature within 60 feet of the dragon must succeed on a DC 15 Constitution Saving Throw or become restrained as its flesh begins to turn to iron. A restrained creature must make a second saving throw at the end of their next turn, becoming petrified and turning into solid iron on a failure.", + "Any metal being worn or carried by a creature the dragon can see within 120 feet starts to glow red-hot. Any creature in contact with the metal objects takes 2d8 fire damage. In the case of a metal object being held, the creature holding the object must succeed on a DC 15 Constitution Saving Throw to avoid dropping the object at their feet. " + ] + } + ], + "regionalEffects": [ + "The region containing a legendary iron dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Iron deposits become abundant in any nearby mountains or rock areas.", + "Living creatures may feel slow and sluggish when spending elongated periods of time near the lair. Anytime a creature takes a long rest within 10 miles of the dragon's lair they must succeed on a DC 10 Constitution Saving Throw at the start of the day or gain one level of exhaustion.", + "The dragon is able to sense non-precious metals present within 25 miles of its lair. This allows it to find valuable deposits of metal deep underground, and enables the dragon to know the location of any creatures wearing armor made of such materials near its home." + ] + }, + "If the dragon dies, all regional effects disperse instantly, however any existing iron ore deposits remain." + ] } ], "race": [ @@ -38104,5 +42996,69 @@ "time stop" ] } + ], + "spell": [ + { + "name": "Thaelur's Wonder", + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose one creature that you can see within range. You transform the creature into a {@creature wingless wonder|dungeondadstatblocks}. The transformation lasts for the duration. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled with either a casting of {@spell remove curse} or {@spell dispel magic}. ", + "This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.", + "The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed.", + "The creature is limited in the actions it can perform by the nature of its new form.", + "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. ", + "The target replaces all of its ability scores with that of its new form aside from its intelligence, which is kept the same as it was in the creature's original form. ", + "A creature permanently transformed into a wingless wonder must succeed on a DC 5 Wisdom check to avoid going insane at the end of each year spent in wonder form. On a failed save the creature goes completely mad. The DC increases by 1 for each year the creature has been trapped in wonder form. ", + "Beings trapped in wonder form do not emit a psionic lash when slain." + ], + "source": "DungeonDadStatblocks", + "components": { + "v": true, + "s": true, + "m": { + "text": "A drop of mercury, an egg, and a gemstone worth at least 30 gold", + "cost": 3000 + } + }, + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM" + ] + } ] }