diff --git a/collection/badooga; Libris Mortis.json b/collection/badooga; Libris Mortis.json index ad205223b9..705f303c56 100644 --- a/collection/badooga; Libris Mortis.json +++ b/collection/badooga; Libris Mortis.json @@ -1,28184 +1,28164 @@ { - "_meta": { - "sources": [ - { - "json": "LM", - "abbreviation": "LM", - "full": "Libris Mortis", - "version": "1.0.1", - "url": "https://drive.google.com/file/d/1zjoJTguCOkJYNU_MKa0osyunoH2fU4DP/view", - "authors": [ - "badooga" - ], - "convertedBy": [ - "badooga" - ], - "color": "00520e" - } - ], - "internalCopies": [ - "monsterFluff" - ] - }, - "variantrule": [ - { - "name": "Glossary", - "source": "LM", - "page": 4, - "entries": [ - "The following verbiage/terms are used in parts of {@book Libris Mortis|LM} (especially in monster stat blocks) to make the text more concise and easier to read.", - { - "name": "Basic Saving Throws", - "type": "entries", - "entries": [ - "If an effect says, for example, \"the target takes 14 ({@damage 4d6}) fire damage (DC 15 Dexterity save for half)\", it means that the target must make a DC 15 Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one." - ] - }, - { - "name": "Bloodied", - "type": "entries", - "entries": [ - "A creature is {@condition bloodied|LM} when it has half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only trigger or apply when a creature is bloodied." - ] - }, - { - "name": "Constant Spells", - "type": "entries", - "entries": [ - "Some creatures have spells that apply to them constantly without the need for concentration, as denoted in the Spellcasting section of their stat blocks. If dispelled (e.g. by {@spell dispel magic}), the creature can recast it at will, without providing material components; when it does so, the spell becomes constant once again." - ] - }, - { - "name": "Health Drain", - "type": "entries", - "entries": [ - "When a creature suffers some amount of {@condition health drain|LM}, its hit point maximum is reduced by an amount equal to the value given in the triggering effect (typically equal to some amount of damage taken). This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." - ] - }, - { - "name": "Living Creature", - "type": "entries", - "entries": [ - "A living creature is any creature that isn't an undead or construct. Constructs are neither alive nor dead." - ] - }, - { - "name": "Magical Darkness", - "type": "entries", - "entries": [ - "A creature with {@sense darkvision} can't see through magical darkness, and nonmagical light can't illuminate it." - ] - }, - { - "name": "Repeating Saving Throws", - "type": "entries", - "entries": [ - "If an effect with a saving throw made to avoid it is appended with \"(save ends)\", the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one." - ] - }, - { - "name": "Targeting Objects", - "type": "entries", - "entries": [ - "Abilities and other features that target or damage objects only target objects that aren't being worn or carried, unless the DM rules otherwise." - ] - } - ] - }, - { - "name": "Strength Drain", - "source": "LM", - "page": 60, - "ruleType": "V", - "entries": [ - "If you find the Strength Drain feature of a {@creature shadow} or similar creature to be too overbearing, consider using the alternative feature below.", - { - "type": "entries", - "entries": [ - { - "name": "Enfeebling Touch", - "type": "entries", - "entries": [ - "When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength." - ] - } - ] - } - ] - }, - { - "name": "Deities", - "source": "LM", - "page": 73, - "type": "section", - "entries": [ - "Two of the legendary undead presented in {@book Libris Mortis|LM} are deities. While deities usualy can't be defeated, some adventurers are foolish enough to challenge one to combat; furthermore, extreme circumstances may warrant intervention by a deity's avatar. So, this book takes the route of creating stat blocks for these deities, the mechanics of which are described in the sections below.", - { - "name": "Design Notes: Deity Stat Blocks", - "type": "entries", - "entries": [ - "The mere idea of having statistics for a deity is already controversial enough\u2014after all, if it can be statted, it can be killed by a foolhardy adventuring power. However, the notion of fighting a god's avatar is far more agreeable, so at minimum, I wanted to provide statistics for those.", - "So, when deciding what to do, these were the problems I had to address:", - { - "type": "list", - "items": [ - "I want to support DMs who both desire fightable deities, as well as those that don't.", - "There are no official rules for Challenge Ratings beyond 30 in 5e.", - "Making stat blocks for a deity and its avatar means doing almost twice as much work." - ] - }, - "First, I looked at the precedents. 4th Edition includes separate stat blocks for a deity and its avatar, as well as a discussion of the conditions necessary to truly kill the deity. Meanwhile, 5th Edition gives an outdated CR 30 stat block for {@creature Tiamat|RoT} in {@adventure Rise of Tiamat|RoT} with five legendary actions, CR 30 mythic stat blocks for the aspects of {@creature Aspect of Bahamut|FTD|Bahamut} and {@creature Aspect of Tiamat|FTD|Tiamat} in {@book Fizban's|FTD}, while {@adventure Icewind Dale|idrotf} gives {@creature Auril (First Form)|idrotf|Auril} three distinct legendary stat blocks (CR 9, 10, 11) that she cycles between.", - "Auril switching to a new stat block each phase is equal in power to gaining a mythic trait and its associated mythic actions. So, inspired by her mechanics, I came up with the following design:", - { - "type": "list", - "items": [ - "Deities cap out at CR 30, just as other monsters do. Greater deities are usually between CR 20 and 30, while lesser ones can dip even lower.", - "Deities have five legendary actions instead of three.", - "Deities have three phases. By default, they are separated by two mythic traits, and the deity gains new mythic actions during the second and third phases.", - "To avoid having to make an entirely new stat block for the avatar, the avatar can be represented by removing one of the mythic traits from the full deity, making it a normal mythic monster.", - "Deities discorporate if you kill them, unless you manage to satisfy certain conditions set by the DM. This means that even if a deity can be bested in combat, doing so won't permanently change the pantheon of the setting." - ] - }, - "For the DMs that want fightable gods, this allows the party to test their might against an epic three phase boss fight; this design has in fact been playtested and has received positive feedback. For the DMs that don't want fightable gods, they can simply not allow the full deity to be fought. For both camps, running a deity's avatar becomes as simple as removing a single entry from a stat block." - ] - }, - { - "name": "Deity Template", - "type": "entries", - "entries": [ - "Creatures that have the deity tag share the following features.", - { - "type": "entries", - "entries": [ - { - "name": "Senses", - "type": "entries", - "entries": [ - "The deity has {@sense truesight} out to 120 feet and {@sense blindsight} out to 500 feet." - ] - }, - { - "name": "Languages", - "type": "entries", - "entries": [ - "The deity can speak all languages and has telepathy out to 1,000 feet." - ] - }, - { - "name": "Damage Immunities", - "type": "entries", - "entries": [ - "The deity is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks." - ] - }, - { - "name": "Discorporation", - "type": "entries", - "entries": [ - "When the deity dies, its body is destroyed but its essence travels back to its divine realm, and it is unable to take physical form for a time." - ] - }, - { - "name": "Divine Will", - "type": "entries", - "entries": [ - "The deity is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." - ] - }, - { - "name": "Legendary Resistance (5/Day)", - "type": "entries", - "entries": [ - "If the deity fails a saving throw, it can choose to succeed instead. This can be replaced with an equivalent set of features that help defend the deity against devastating effects that would incapacitate it or prevent it from properly participating in the combat encounter." - ] - }, - { - "name": "Mythic Traits", - "type": "entries", - "entries": [ - "The deity has two mythic traits, making it a three-phase boss fight; it can choose which order to activate them in as the battle progresses. To represent the deity's avatar, simply remove one of the mythic traits." - ] - }, - { - "name": "Spellcasting", - "type": "entries", - "entries": [ - "The deity is always under the effects of the {@spell nondetection} spell, and it can cast {@spell divine word} and {@spell wish} in combat once per day each. Its spellcasting ability can be Constitution, Intelligence, Wisdom, or Charisma." - ] - }, - { - "name": "Legendary Actions", - "type": "entries", - "entries": [ - "The deity can use five legendary actions per round and has at least three legendary action options." - ] - }, - { - "name": "Mythic Actions", - "type": "entries", - "entries": [ - "The deity has six mythic actions. It gains access to the first three once its first mythic trait activates, and it gains access to the rest once the second one activates." - ] - } - ] - } - ] - }, - { - "name": "Killing a Deity", - "type": "entries", - "entries": [ - "When a deity is reduced to 0 hit points after all of its mythic traits have been exhausted, the deity's mind leaves its body and the deity is unable to assume physical form for some time. The discorporation usually lasts at least a few months, and it can last up to several years. During this time, the deity's power is weaker, but it is far from negligible.", - "If the party wishes to truly kill a deity, it must fulfill one or more conditions specific to that deity. This could require destroying the deity's most prominent temple, or finding an artifact that can deliver the killing blow. If the specific conditions are satisfied, the deity cannot discorporate and can instead be killed." - ] - }, - { - "name": "Divine Realm", - "type": "entries", - "entries": [ - "If the party wishes to truly kill a deity, it must fulfill one or more conditions specific to that deity. This could require destroying the deity's most prominent temple, or finding an artifact that can deliver the killing blow. If the specific conditions are satisfied, the deity cannot discorporate and can instead be killed.", - "In addition to a typical set of lair actions, the deity's influence warps the area containing its divine realm, creating a number of regional effects the party may have to contend with." - ] - } - ] - }, - { - "name": "Cheaper Poisons and Positoxins", - "source": "LM", - "page": 122, - "ruleType": "V", - "entries": [ - "The prices listed for {@variantrule positoxins|LM} are based on the prices for the poisons in the {@book Dungeon Master's Guide|DMG}. However, in a setting that heavily involves assassinations and espionage, poisons might be more abundant and cheaper to make. In such a setting, you may wish to reduce the costs of all poisons and positoxins to half of their listed values. For the {@item Basic Poison (vial)|phb|basic poison} presented in the {@book Player's Handbook|PHB}, you can choose to reduce its cost to 20 gp." - ] - }, - { - "name": "Positoxins", - "source": "LM", - "page": 122, - "entries": [ - "Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To fiends and undead, a positoxin functions much like a poison would to a humanoid.", - "Compared to a normal poison, a positoxin only works on fiends and undead, deals radiant damage instead of poison damage, and causes the target to become frightened of every other creature in place of the poisoned condition. Otherwise, a positoxin follows the same rules as a regular poison.", - "Any poison can be turned into a positoxin through a process that combines it with holy water. A positoxin made in this manner is worth 50% more gp than its base poison; you must use an amount of holy water equal to a fourth of the base poison's selling cost (half of its crafting price) in order to convert it to a positoxin. The new positoxin is identical to its base poison, except that it undergoes the changes listed above.", - "In addition, a selection of unique positoxins and their effects are listed below.", - { - "type": "list", - "items": [ - "{@item Bloodwine|LM}", - "{@item Boneshard Paste|LM}", - "{@item Celestial Essence|LM}", - "{@item Gravedust|LM}", - "{@item Lichbane|LM}", - "{@item Liquid Mortality|LM}", - "{@item Sunlight Oil|LM}" - ] - } - ] - } - ], - "condition": [ - { - "name": "Bloodied", - "entries": [ - "A creature is bloodied when it has half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only trigger or apply when a creature is bloodied." - ], - "source": "LM" - }, - { - "name": "Health Drain", - "entries": [ - "When a creature suffers some amount of health drain, its hit point maximum is reduced by an amount equal to the value given in the triggering effect (typically equal to some amount of damage taken). This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." - ], - "source": "LM" - } - ], - "monster": [ - { - "name": "Atropal Scion", - "source": "LM", - "page": 7, - "group": [ - "Abominations" - ], - "fluff": { - "_monsterFluff": { - "name": "Atropal Scion", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://bogleech.com/dnd/atropal.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": { - "type": "undead", - "tags": [ - "titan" - ] - }, - "alignment": [ - "L", - "E" - ], - "ac": [ - 9 - ], - "hp": { - "average": 114, - "formula": "12d10 + 48" - }, - "speed": { - "walk": 0, - "fly": { - "number": 50, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 16, - "dex": 8, - "con": 18, - "int": 18, - "wis": 16, - "cha": 19, - "senses": [ - "darkvision 120 ft.", - "truesight 120 ft." - ], - "passive": 13, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "cold", - "necrotic" - ], - "vulnerable": [ - "radiant" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "understands Celestial but utters only obscene nonsense" - ], - "cr": "7", - "spellcasting": [ - { - "name": "Innate Spellcasting", - "headerEntries": [ - "The atropal's innate spellcasting ability is Charisma (spell save {@dc 15}). The atropal can innately cast the following spells, requiring no material components:" - ], - "will": [ - "{@spell dispel magic}", - "{@spell locate creature}" - ], - "daily": { - "3": [ - "{@spell contagion}" - ] - }, - "ability": "cha" - } - ], - "trait": [ - { - "name": "Magic Resistance", - "entries": [ - "The atropal has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Negative Energy Aura", - "entries": [ - "Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 7 ({@damage 2d6}) necrotic damage. If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature." - ] - } - ], - "action": [ - { - "name": "Touch", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage." - ] - }, - { - "name": "Life Drain", - "entries": [ - "The atropal deals 21 ({@damage 6d6}) necrotic damage to one creature it can see within 120 feet of it ({@dc 15} Constitution save for half). The atropal regains a number of hit points equal to half the amount of damage dealt." - ] - }, - { - "name": "Summon Specter {@recharge}", - "entries": [ - "The atropal summons a {@creature specter} which materializes within 30 feet of it in an unoccupied space it can see. The specter obeys its summoner's commands and can't be controlled by any other creature. The specter vanishes when it drops to 0 hit points or when its summoner dies. " - ] - } - ], - "traitTags": [ - "Magic Resistance" - ], - "senseTags": [ - "SD", - "U" - ], - "languageTags": [ - "CE" - ], - "damageTags": [ - "N" - ], - "spellcastingTags": [ - "I" - ], - "miscTags": [ - "MW" - ], - "conditionInflictSpell": [ - "blinded", - "poisoned", - "stunned" - ] - }, - { - "name": "Rotvine Defiler", - "shortName": "defiler", - "source": "LM", - "page": 8, - "group": [ - "Abominations" - ], - "fluff": { - "_monsterFluff": { - "name": "Rotvine Defiler", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/yhNYVZm.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "H" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "formula": "20d12 + 160", - "average": 290 - }, - "speed": { - "walk": 40, - "burrow": 40 - }, - "str": 26, - "dex": 18, - "con": 26, - "int": 8, - "wis": 16, - "cha": 15, - "save": { - "wis": "+9", - "cha": "+8", - "int": "+5" - }, - "senses": [ - "tremorsense 60 ft." - ], - "passive": 13, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "poisoned" - ], - "cr": "18", - "trait": [ - { - "name": "Despoiled Morass", - "entries": [ - "The defiler's tentacles cause the area within 20 feet of it to be difficult terrain." - ] - }, - { - "name": "Unbreakable (3/Day)", - "entries": [ - "If the defiler is {@condition incapacitated} at the start of its turn, the effect causing this condition immediately ends on the defiler." - ] - }, - { - "name": "Siege Monster", - "entries": [ - "The defiler deals double damage to objects and structures." - ] - }, - { - "name": "Putrescent Explosion", - "entries": [ - "When the defiler is {@condition bloodied|LM} (145 HP), and again when it is reduced to 0 hit points, it releases an explosion of necrotic gas. Each creature within 10 feet of the defiler takes 18 ({@damage 4d8}) necrotic damage ({@dc 22} Constitution save for half). If the saving throw fails by 5 or more, the target is also {@condition poisoned} until the end of its next turn." - ] - }, - { - "name": "Standing Leap", - "entries": [ - "The defiler's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The defiler makes three melee attacks." - ] - }, - { - "name": "Tendril of Rot", - "entries": [ - "{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d6 + 8}) damage plus 7 ({@damage 2d6}) necrotic damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and it takes 7 ({@damage 2d6}) necrotic damage at the start of each of the defiler's turns." - ] - }, - { - "name": "Fling Object", - "entries": [ - "This attack is made by flinging one Large or smaller object {@condition grappled} by the defiler's tendrils, such as one grabbed using the tendril attack from its Destroy feature.", - "{@atk mw,rw} {@hit 14} to hit, reach 20 ft. or range 30/90 ft., one target. {@h}14 ({@damage 1d12 + 8}) damage, and the target must succeed on a {@dc 18} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone}." - ] - }, - { - "name": "Defile the Living {@recharge 5}", - "entries": [ - "The defiler creates a surge of negative energy that affects each creature it is grappling. The defiler regains 10 hit points per affected target, and each target becomes vulnerable to necrotic damage and suffers disadvantage on all Strength, Dexterity, and Constitution saving throws until the end of the defiler's next turn." - ] - } - ], - "reaction": [ - { - "name": "Earthly Maw", - "entries": [ - "When a creature provokes an opportunity attack from the defiler, or when a creature hits an attack against it with advantage on the attack roll, the defiler can move up to its speed towards the creature (without provoking opportunity attacks) and make the following bite attack against it, if possible.", - "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h} 24 ({@damage 3d10 + 8}) piercing damage, and the target takes 14 ({@damage 4d6}) necrotic damage ({@dc 22} Constitution save for half). If the saving throw fails by 5 or more, the target also suffers {@condition health drain|LM} equal to the necrotic damage taken." - ] - } - ], - "reactionHeader": [ - "The defiler can take one reaction on every turn in combat." - ], - "traitTags": [ - "Siege Monster" - ], - "senseTags": [ - "T" - ], - "actionTags": [ - "Multiattack" - ], - "damageTags": [ - "N", - "P" - ], - "miscTags": [ - "MW", - "RCH", - "RW", - "AOE" - ], - "conditionInflict": [ - "grappled", - "health drain|LM", - "poisoned", - "prone", - "restrained" - ], - "bonus": [ - { - "name": "Destroy", - "entries": [ - "The defiler makes a melee attack against an object or structure." - ] - } - ] - }, - { - "name": "Discord Incarnate", - "shortName": "incarnate", - "source": "LM", - "page": 9, - "group": [ - "Abominations" - ], - "fluff": { - "_monsterFluff": { - "name": "Discord Incarnate", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/nPz3Y94.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": { - "type": "undead", - "tags": [ - "titan" - ] - }, - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 21, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 243, - "formula": "18d10 + 144" - }, - "speed": { - "walk": 30, - "fly": 60 - }, - "str": 26, - "dex": 22, - "con": 26, - "int": 25, - "wis": 25, - "cha": 30, - "save": { - "int": "+14", - "wis": "+14", - "cha": "+17" - }, - "skill": { - "perception": "+14" - }, - "senses": [ - "truesight 120 ft." - ], - "passive": 24, - "resist": [ - "radiant", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "all", - "telepathy 120 ft." - ], - "cr": "21", - "trait": [ - { - "name": "Blasphemous Weapons", - "entries": [ - "The incarnate's weapon attacks are magical. When the incarnate hits with any weapon, the weapon deals an extra {@damage 3d8} necrotic damage plus {@damage 3d8} radiant damage (included in the attack)." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "The incarnate has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Shielded Mind", - "entries": [ - "The incarnate is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location." - ] - }, - { - "name": "Fear Aura", - "entries": [ - "Any creature hostile to the incarnate that starts its turn within 20 feet of the incarnate must make a {@dc 25} Wisdom saving throw, unless the incarnate is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the incarnate's Fear Aura for the next 24 hours." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The incarnate makes two longsword attacks. It also uses Create Couatl Mockeries, if it is available." - ] - }, - { - "name": "Longsword", - "entries": [ - "{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) slashing damage, or 13 ({@damage 1d10 + 8}) slashing damage if used with both hands, plus 13 ({@damage 3d8}) necrotic damage and 13 ({@damage 3d8}) radiant damage." - ] - }, - { - "name": "Create Couatl Mockeries {@recharge 5}", - "entries": [ - "The incarnate summons spectral, intangible mockeries of couatls that flit around it imtountil the end of its next turn. During this time, ranged attack rolls against the incarnate have disadvantage, and creatures within 20 feet of the incarnate have disadvantage on all saving throws." - ] - } - ], - "reactionHeader": [ - "The incarnate can spend one legendary action to take a reaction, even when it has already used its normal reaction." - ], - "reaction": [ - { - "name": "Discordant Retaliation", - "entries": [ - "In response to being hit by a melee attack by a creature within 5 feet of the incarnate, the incarnate can make a longsword attack against that creature. On a hit, the target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} or pushed up to 10 feet away from the incarnate (incarnate's choice)." - ] - }, - { - "name": "Feed on Weakness", - "entries": [ - "When a creature within 20 feet of the incarnate fails a saving throw, the incarnate gains 25 temporary hit points." - ] - }, - { - "name": "Rush of Pain", - "entries": [ - "If the incarnate fails a saving throw caused by a creature it can see, the incarnate can fly up to half its speed towards that creature. This movement provokes opportunity attacks as normal." - ] - } - ], - "legendary": [ - { - "name": "Unholy Pull", - "entries": [ - "The incarnate uses its free hand to telekinetically pull one Huge or smaller creature or object it can see within 120 feet of it up to 30 feet directly towards it. If the target is an unwilling creature, it can avoid being pulled with a successful {@dc 25} Strength or Charisma saving throw (creature's choice)." - ] - }, - { - "name": "Weaken", - "entries": [ - "The incarnate forces one creature it can see within 30 feet of it to make a DC 25 Charisma saving throw, with advantage on the roll if it is immune to being {@condition poisoned}. On a failed save, the target can't regain hit points and suffers disadvantage on all attack rolls and ability checks until the end of its next turn." - ] - }, - { - "name": "Discord's Wrath (Costs 1-3 Actions)", - "entries": [ - "The incarnate expands the range of its Fear Aura by 20 feet per legendary action spent until the end of its next turn. Each creature within that aura when this ability is activated takes 9 ({@scaledice 2d8|1-3|2d8|legendary actions}) necrotic damage plus 9 ({@scaledice 2d8|1-3|2d8|legendary actions}) radiant damage per legendary action spent (DC 23 Constitution save for half)." - ] - } - ], - "traitTags": [ - "Magic Resistance", - "Reckless" - ], - "senseTags": [ - "U" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "TP", - "XX" - ], - "damageTags": [ - "N", - "R", - "S" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "frightened", - "incapacitated", - "prone" - ], - "conditionInflictSpell": [ - "invisible" - ] - }, - { - "name": "Skulking Cyst", - "source": "LM", - "page": 11, - "group": [ - "Blightspawn" - ], - "fluff": { - "_monsterFluff": { - "name": "Skulking Cyst", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i0.wp.com/dmdave.com/wp-content/uploads/2018/12/skulking-cyst.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "S" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 39, - "formula": "6d6 + 18" - }, - "speed": { - "walk": 30, - "climb": 30, - "swim": 30 - }, - "str": 9, - "dex": 18, - "con": 16, - "int": 13, - "wis": 14, - "cha": 16, - "skill": { - "perception": "+4", - "stealth": "+6" - }, - "senses": [ - "blindsight 60 ft. (blind beyond this radius)" - ], - "passive": 14, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "blinded", - "charmed", - "deafened", - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned" - ], - "cr": "4", - "trait": [ - { - "name": "Create Spawn", - "entries": [ - "A creature slain by the skulking cyst's Blood Drain rises as a skulking cyst after 1 minute. If a creature dies while suffering from a {@spell necrotic cyst|LM} spell originating from the skulking cyst, a skulking cyst bursts from the creature's body and acts on the same turn that it emerges." - ] - }, - { - "name": "Damage Transfer", - "entries": [ - "While attached to a creature, the skulking cyst takes only half the damage dealt to it (rounded down), and that creature takes the other half." - ] - }, - { - "name": "Spider Climb", - "entries": [ - "The skulking cyst can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." - ] - }, - { - "name": "Standing Leap", - "entries": [ - "The skulking cyst's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the skulking cyst to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skulking cyst drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Blood Drain", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 5 ({@damage 2d4}) necrotic damage, and if the target is a living creature, the skulking cyst attaches to it. If the skulking cyst has advantage against the target, it attaches to the target's head, and the target is {@condition blinded} and unable to breathe while the skulking cyst is attached. While attached, the cyst can make this attack only against the target and has advantage on the attack roll. The skulking cyst can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the skulking cyst by succeeding on a {@dc 14} Strength check." - ] - }, - { - "name": "Necrotic Cyst (5th-Level Spell; 1/Day)", - "entries": [ - "{@atk ms} {@hit 5} to hit, reach 5 ft., one living creature. {@h}The target develops an internal spherical sac that contains fluid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever the skulking cyst chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful {@dc 13} Wisdom (Medicine) check.", - "While the target possesses a necrotic cyst, it suffers from the {@condition poisoned} condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a {@dc 13} Constitution saving throw. On a failed save, the target suffers {@condition health drain|LM} equal to the damage taken.", - "A {@spell protection from evil and good} spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by {@spell heal} or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a {@dc 13} Wisdom (Medicine) check. On a success, the cyst is removed safely, and the target suffers one level of {@condition exhaustion|PHB}. On a failure, the target dies." - ] - } - ], - "traitTags": [ - "Spider Climb", - "Undead Fortitude" - ], - "senseTags": [ - "B" - ], - "damageTags": [ - "N", - "P" - ], - "spellcastingTags": [ - "I" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "blinded" - ], - "conditionInflictSpell": [ - "blinded", - "poisoned", - "stunned" - ] - }, - { - "name": "Bleakborn", - "source": "LM", - "page": 12, - "group": [ - "Blightspawn" - ], - "fluff": { - "_monsterFluff": { - "name": "Bleakborn", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/YhMlc9u.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 14, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 110, - "formula": "13d8 + 52" - }, - "speed": { - "walk": 30 - }, - "str": 19, - "dex": 15, - "con": 18, - "int": 14, - "wis": 14, - "cha": 15, - "save": { - "con": "+7" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 12, - "resist": [ - "cold", - "necrotic" - ], - "immune": [ - "fire", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "poisoned" - ], - "languages": [ - "Moilian" - ], - "cr": "6", - "trait": [ - { - "name": "Create Spawn", - "entries": [ - "A humanoid slain by the bleakborn rises as a bleakborn after 1 minute." - ] - }, - { - "name": "Fire Absorption", - "entries": [ - "Whenever the bleakborn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt." - ] - }, - { - "name": "Heat-Draining Aura", - "entries": [ - "At the start of each of the bleakborn's turns, each creature within 30 feet of it takes 7 ({@damage 2d6}) cold damage. The bleakborn regains 5 hit points for each creature damaged by this effect." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the bleakborn to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bleakborn drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The bleakborn makes two melee attacks." - ] - }, - { - "name": "Chilling Grasp", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) cold damage, and the target's speed is reduced by 10 feet until the end of the bleakborn's next turn." - ] - } - ], - "traitTags": [ - "Damage Absorption", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C" - ], - "damageTags": [ - "C" - ], - "miscTags": [ - "AOE", - "MW" - ] - }, - { - "name": "Plague Blight", - "source": "LM", - "page": 13, - "group": [ - "Blightspawn" - ], - "fluff": { - "_monsterFluff": { - "name": "Plague Blight", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/604045a70042a0a53daf9411f15a498c/tumblr_inline_og94xtN3jX1rkapbx_500.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 110, - "formula": "13d8 + 52" - }, - "speed": { - "walk": 30 - }, - "str": 18, - "dex": 12, - "con": 19, - "int": 12, - "wis": 15, - "cha": 14, - "save": { - "con": "+7" - }, - "skill": { - "deception": "+5", - "perception": "+5" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 15, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "poisoned" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "6", - "trait": [ - { - "name": "Poison Absorption", - "entries": [ - "Whenever the plague blight is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the plague blight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague blight drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The plague blight makes two melee attacks." - ] - }, - { - "name": "Gangrenous Touch", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d6 + 4}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or become diseased, and the target's skin becomes putrescent and gangrenous. While diseased, the target can't regain hit points, and at the end of every minute, the target must succeed on a {@dc 15} Constitution saving throw or have its maximum hit points be reduced by 4 ({@dice 1d8}).", - "The target dies if this effect reduces its hit point maximum to 0. If this happens, the target's corpse sloughs into a brittle, stinking mass of putrescent ruin that molders to nothing over the course of 24 hours, unless {@spell gentle repose|phb} or similar magic is cast on the corpse.", - "The disease can only be removed by {@spell greater restoration|phb} or a disease-curing spell of 5th level or higher, but when a {@spell lesser restoration|phb} or {@spell protection from poison|phb} spell is cast on the target, the next saving throw made against the disease automatically succeeds." - ] - } - ], - "bonus": [ - { - "name": "Foul", - "entries": [ - "Each living creature within 15 feet of the plague blight must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the start of the plague blight's next turn." - ] - } - ], - "traitTags": [ - "Damage Absorption", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Wheep", - "source": "LM", - "page": 14, - "group": [ - "Blightspawn" - ], - "fluff": { - "_monsterFluff": { - "name": "Wheep", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/00c573a974bcf72bda92211c1a7c23c0/tumblr_inline_oh7we4lBnh1rkapbx_500.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "L", - "E" - ], - "ac": [ - { - "ac": 14, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 150, - "formula": "20d8 + 60" - }, - "speed": { - "walk": 30 - }, - "str": 20, - "dex": 12, - "con": 16, - "int": 6, - "wis": 14, - "cha": 17, - "senses": [ - "blindsight 60 ft. (blind beyond this radius)" - ], - "passive": 12, - "resist": [ - "necrotic", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "poison" - ], - "vulnerable": [ - "psychic" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "11", - "trait": [ - { - "name": "Eternal Sorrow", - "entries": [ - "When the wheep takes psychic damage, the wheep shrieks loudly in pain. Each living creature within 120 feet of the wheep that can hear this shriek takes the same damage that the wheep does." - ] - }, - { - "name": "Poison Tears (1/Turn)", - "entries": [ - "The poison tears that continually pour from a wheep's empty eyes act as an injury poison that coats the wheep's claws and fills its mouth. When the wheep hits a creature with a melee weapon attack, the creature must succeed on a {@dc 15} Constitution saving throw or become vulnerable to poison damage for 1 hour. The target is immune to this effect if it is immune to being {@condition poisoned}." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The wheep makes three attacks: two with its claws and one with its bite." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 10 ({@damage 3d6}) poison damage. If the target is a Large or smaller creature, it is also {@condition grappled} (escape {@dc 15})." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 10 ({@damage 3d6}) poison damage. If the target is {@condition grappled} by the wheep, it is also {@condition poisoned} until the end of its next turn." - ] - } - ], - "bonus": [ - { - "name": "Weeping Dirge", - "entries": [ - "The wheep loudly cries and blubbers. Each living creature within 120 feet of the wheep that can hear its awful, grave-born sorrow must make a {@dc 15} Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls and ability checks until the start of the wheep's next turn. On a successful save, a creature is immune to this wheep's Weeping Durge for 24 hours." - ] - } - ], - "senseTags": [ - "B" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "I", - "P", - "S" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "grappled", - "poisoned" - ] - }, - { - "name": "Desiccator", - "source": "LM", - "page": 15, - "group": [ - "Chaos Walkers" - ], - "fluff": { - "_monsterFluff": { - "name": "Desiccator", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/17634eec957fb7b2f98e90025b2ab787/tumblr_inline_ofmvfoepbC1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "S" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 13 - ], - "hp": { - "average": 27, - "formula": "5d6 + 10" - }, - "speed": { - "walk": 20, - "swim": 60 - }, - "str": 9, - "dex": 17, - "con": 14, - "int": 8, - "wis": 11, - "cha": 13, - "save": { - "con": "+4" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 10, - "resist": [ - "acid" - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "petrified", - "poisoned", - "unconscious" - ], - "languages": [ - "Aquan" - ], - "cr": "2", - "action": [ - { - "name": "Draining Touch", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) necrotic damage, and the desiccator gains temporary hit points equal to half the damage dealt." - ] - }, - { - "name": "Desiccating Breath {@recharge 5}", - "entries": [ - "The desiccator exhales desiccating air in a 15-foot cone. Each creature in that area takes 10 ({@damage 3d6}) necrotic damage ({@dc 12} Constitution save for half). If the saving throw fails by 5 or more, a creature also gains vulnerability to necrotic damage until the end of the desiccator's next turn unless they have resistance or immunity to such damage." - ] - } - ], - "bonus": [ - { - "name": "Aggressive", - "entries": [ - "The desiccator moves up to its speed toward a hostile creature that it can see." - ] - } - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Breath Weapon" - ], - "languageTags": [ - "AQ" - ], - "damageTags": [ - "N" - ], - "miscTags": [ - "AOE", - "MW" - ] - }, - { - "name": "Breathstealer", - "source": "LM", - "page": 16, - "group": [ - "Chaos Walkers" - ], - "fluff": { - "_monsterFluff": { - "name": "Breathstealer", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://neverwintervault.org/sites/neverwintervault.org/files/project/14081/images/1284917002fullres.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 15 - ], - "hp": { - "average": 75, - "formula": "10d10 + 20" - }, - "speed": { - "walk": 0, - "fly": { - "number": 90, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 14, - "dex": 20, - "con": 14, - "int": 6, - "wis": 10, - "cha": 6, - "senses": [ - "darkvision 60 ft." - ], - "passive": 10, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained", - "unconscious" - ], - "languages": [ - "Auran" - ], - "cr": "6", - "trait": [ - { - "name": "Airless Aura", - "entries": [ - "A breathstealer's body is surrounded by an aura of near vacuum at all times. Breathing creatures within 15 feet of the breathstealer have no air to breathe and must hold their breath. Whenever such a creature takes damage, it must make a {@dc 13} Constitution saving throw. On a failed save, the creature begins suffocating. If the creature is already suffocating, it instead loses one of the rounds that it has to reach air before dropping to 0 hit points." - ] - }, - { - "name": "Incorporeal Movement", - "entries": [ - "The breathstealer 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": "Steal Breath", - "entries": [ - "When a creature within 15 feet of the breathstealer is reduced to 0 hit points, the breathstealer gains 5 temporary hit points, and the creature runs out of breath if it hadn't already." - ] - }, - { - "name": "Vacuum", - "entries": [ - "Creatures within 15 feet of the breathstealer must spend 2 feet of movement for every 1 foot they move away from the breathstealer." - ] - } - ], - "action": [ - { - "name": "Touch", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) necrotic damage." - ] - } - ], - "traitTags": [ - "Incorporeal Movement" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "AU" - ], - "damageTags": [ - "N", - "O" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Cinderspawn", - "source": "LM", - "page": 17, - "group": [ - "Chaos Walkers" - ], - "fluff": { - "_monsterFluff": { - "name": "Cinderspawn", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/0fbbbff4e9585fa4d8a765dda2951461/tumblr_inline_ofclffyOQn1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 13 - ], - "hp": { - "average": 97, - "formula": "13d8 + 39" - }, - "speed": { - "walk": 30 - }, - "str": 10, - "dex": 17, - "con": 16, - "int": 11, - "wis": 12, - "cha": 14, - "skill": { - "acrobatics": "+6", - "perception": "+4", - "stealth": "+6" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 14, - "immune": [ - "fire", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "petrified", - "poisoned", - "unconscious" - ], - "languages": [ - "Ignan" - ], - "cr": "6", - "trait": [ - { - "name": "Frostfire Shield", - "entries": [ - "A creature that touches the cinderspawn or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) cold damage as the cinderspawn drains its body heat." - ] - }, - { - "name": "Illumination", - "entries": [ - "The cinderspawn sheds bright light in a 10-foot radius and dim light for an additional 10 feet." - ] - }, - { - "name": "Water Susceptibility", - "entries": [ - "For every 5 feet the cinderspawn moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The cinderspawn makes two touch attacks. If both attacks hit the same target, the cinderspawn also gains 10 temporary hit points." - ] - }, - { - "name": "Touch", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) cold damage." - ] - }, - { - "name": "Drain Heat {@recharge}", - "entries": [ - "The cinderspawn drains the heat of each creature within 15 feet of it. Each creature in that area takes 27 ({@damage 6d8}) cold damage ({@dc 14} Constitution save for half). If the saving throw fails by 5 or more, a creature also suffers one level of {@condition exhaustion|PHB}." - ] - }, - { - "name": "Sudden Rush", - "entries": [ - "Until the end of the turn, the cinderspawn's speed increases by 60 feet and it doesn't provoke opportunity attacks." - ] - } - ], - "traitTags": [ - "Illumination" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "IG" - ], - "damageTags": [ - "C" - ], - "miscTags": [ - "AOE", - "MW" - ], - "conditionInflict": [ - "exhaustion" - ] - }, - { - "name": "Tomb Mote", - "source": "LM", - "page": 18, - "group": [ - "Deathtritus" - ], - "fluff": { - "_monsterFluff": { - "name": "Tomb Mote", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/0IRKErD.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "T" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 12 - ], - "hp": { - "average": 7, - "formula": "2d4 + 2" - }, - "speed": { - "walk": 40 - }, - "str": 5, - "dex": 14, - "con": 13, - "int": 8, - "wis": 12, - "cha": 6, - "skill": { - "stealth": "+4" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 11, - "resist": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "poisoned" - ], - "cr": "1/8", - "action": [ - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it must make a {@dc 11} Constitution saving throw. On a failed save, the target is {@condition poisoned} until the end of the tomb mote's next turn. On a successful save, the target is immune to being {@condition poisoned} by any tomb mote for 24 hours." - ] - } - ], - "bonus": [ - { - "name": "Nimble Escape", - "entries": [ - "The tomb mote takes the {@action Disengage} or {@action Hide} action." - ] - } - ], - "senseTags": [ - "D" - ], - "damageTags": [ - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Offalian", - "page": 19, - "group": [ - "Deathtritus" - ], - "fluff": { - "_monsterFluff": { - "name": "Offalian", - "source": "LM" - } - }, - "hasFluff": true, - "source": "LM", - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 11 - ], - "hp": { - "formula": "9d10 + 18", - "average": 67 - }, - "speed": { - "walk": 30, - "climb": 30 - }, - "str": 18, - "dex": 12, - "con": 14, - "int": 1, - "wis": 11, - "cha": 3, - "skill": { - "perception": "+2" - }, - "senses": [ - "blindsight 30 ft. (blind beyond this radius)" - ], - "passive": 12, - "immune": [ - "poison" - ], - "conditionImmune": [ - "exhaustion", - "poisoned" - ], - "cr": "3", - "trait": [ - { - "name": "Keen Smell", - "entries": [ - "The offalian has advantage on Wisdom ({@skill Perception}) checks that rely on smell." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the offalian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the offalian drops to 1 hit point instead." - ] - }, - { - "name": "Improved Critical", - "entries": [ - "The offalian's weapon attacks score a critical hit on a roll of 19 or 20 on the {@dice d20}." - ] - } - ], - "action": [ - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the offalian can bite only the {@condition grappled} creature and has advantage on attack rolls to do so." - ] - }, - { - "name": "Effluvia Expulsion {@recharge 6}", - "entries": [ - "The offalian spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line takes 14 ({@damage 4d6}) acid damage ({@dc 14} Dexterity save for half). If the saving throw fails by 5 or more, a creature is also {@condition blinded} until the end of its next turn." - ] - } - ], - "traitTags": [ - "Keen Senses", - "Undead Fortitude" - ], - "senseTags": [ - "B" - ], - "damageTags": [ - "A", - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "blinded", - "grappled" - ] - }, - { - "name": "Osteopede", - "page": 19, - "group": [ - "Deathtritus" - ], - "fluff": { - "_monsterFluff": { - "name": "Osteopede", - "source": "LM" - } - }, - "hasFluff": true, - "source": "LM", - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "formula": "12d6 + 48", - "average": 90 - }, - "speed": { - "walk": 30, - "climb": 30 - }, - "str": 14, - "dex": 18, - "con": 19, - "int": 3, - "wis": 11, - "cha": 5, - "senses": [ - "blindsight 30 ft.", - "darkvision 60 ft." - ], - "passive": 13, - "immune": [ - "poison" - ], - "conditionImmune": [ - "exhaustion", - "poisoned" - ], - "cr": "5", - "trait": [ - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the osteopede to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the osteopede drops to 1 hit point instead." - ] - }, - { - "name": "Necrotic Frenzy", - "entries": [ - "The osteopede has advantage on melee attack rolls against any creature that is {@condition bloodied|LM}." - ] - } - ], - "action": [ - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is a living creature, it must succeed on a {@dc 14} Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage at the start of each of its turns due to a deep laceration. Each time the osteopede hits the lacerated target with this attack, the necrotic damage dealt increases by 5 ({@dice 1d10}). Any creature can take an action to stanch the laceration with a successful {@dc 14} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing." - ] - } - ], - "bonus": [ - { - "name": "Skittering Rake", - "entries": [ - "The osteopede moves up to half its speed without provoking opportunity attacks, and it can make the following attack against each creature it moves past.", - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h} 11 ({@damage 2d4 + 6}) slashing damage." - ] - } - ], - "traitTags": [ - "Undead Fortitude" - ], - "senseTags": [ - "B", - "D" - ], - "damageTags": [ - "N", - "P", - "S" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Dragonscale Slough", - "shortName": "slough", - "page": 19, - "group": [ - "Deathtritus" - ], - "fluff": { - "_monsterFluff": { - "name": "Dragonscale Slough", - "source": "LM" - } - }, - "hasFluff": true, - "source": "LM", - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "U" - ], - "ac": [ - { - "ac": 16, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "formula": "12d10 + 36", - "average": 102 - }, - "speed": { - "walk": 40, - "climb": 40 - }, - "str": 18, - "dex": 13, - "con": 16, - "int": 1, - "wis": 14, - "cha": 8, - "save": { - "dex": "+4", - "con": "+6", - "wis": "+5" - }, - "skill": { - "stealth": "+7" - }, - "senses": [ - "blindsight 30 ft. ({@condition blinded|phb|blind} beyond this radius)" - ], - "passive": 12, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "poisoned" - ], - "cr": "6", - "trait": [ - { - "name": "Spider Climb", - "entries": [ - "The slough can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." - ] - }, - { - "name": "Keen Smell", - "entries": [ - "The slough has advantage on Wisdom ({@skill Perception}) checks that rely on smell." - ] - }, - { - "name": "Amorphous", - "entries": [ - "The slough can move through a space as narrow as 1 inch wide without squeezing." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The slough makes two melee attacks." - ] - }, - { - "name": "Constrict", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the creature is {@condition restrained}, and the slough can't constrict another target." - ] - }, - { - "name": "Suffocating Scales", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature that the slough is grappling. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) necrotic damage, and the target can't speak or breathe and is suffocating until the grapple ends." - ] - }, - { - "name": "Dust Breath {@recharge 5}", - "entries": [ - "The slough exhales a cloud of dust in a 30-foot cone. Each creature in that area takes 22 ({@damage 4d10}) necrotic damage ({@dc 14} Constitution save for half). On a failed save, a creature is also {@condition blinded} for 1 minute (save ends)." - ] - } - ], - "traitTags": [ - "Amorphous", - "Keen Senses", - "Spider Climb" - ], - "senseTags": [ - "B" - ], - "actionTags": [ - "Breath Weapon", - "Multiattack" - ], - "damageTags": [ - "N", - "P", - "S" - ], - "miscTags": [ - "AOE", - "MW", - "RCH" - ], - "conditionInflict": [ - "blinded", - "grappled", - "restrained" - ] - }, - { - "name": "Hulking Corpse", - "source": "LM", - "page": 21, - "group": [ - "Dread Brutes" - ], - "fluff": { - "_monsterFluff": { - "name": "Hulking Corpse", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/8fb5f8c96a7fc55bd29060ba65674f7a/tumblr_inline_ofvpcyqCzj1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 8 - ], - "hp": { - "average": 161, - "formula": "14d10 + 84" - }, - "speed": { - "walk": 30 - }, - "str": 20, - "dex": 6, - "con": 22, - "int": 3, - "wis": 6, - "cha": 5, - "save": { - "str": "+9", - "con": "+10", - "wis": "+2" - }, - "skill": { - "athletics": "+9" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 8, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned", - "stunned", - "unconscious" - ], - "languages": [ - "understands the languages it knew in life but can't speak" - ], - "cr": "9", - "trait": [ - { - "name": "Siege Monster", - "entries": [ - "The hulking corpse deals double damage to objects and structures." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the hulking corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hulking corpse drops to 1 hit point instead." - ] - }, - { - "name": "Turn Resistance", - "entries": [ - "The hulking corpse has advantage on saving throws against any effect that turns undead." - ] - }, - { - "name": "Powerful Blows", - "entries": [ - "When the hulking corpse hits a Medium or smaller creature or object with a melee attack, the target must make a {@dc 17} Strength saving throw. On a failed save, the hulking corpse can push the target up to 10 feet away from it and knock it {@condition prone}. " - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The hulking corpse makes three melee attacks. It then attempts to grapple one creature within its reach." - ] - }, - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 5}) bludgeoning damage." - ] - }, - { - "name": "Rend", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition grappled} creature. {@h}21 ({@damage 3d10 + 5}) slashing damage." - ] - }, - { - "name": "Smash {@recharge 5}", - "entries": [ - "The hulking corpse bludgeons one target within its reach, dealing 38 ({@damage 6d10 + 5}) bludgeoning damage to it ({@dc 17} Strength save for half). If a creature fails this saving throw by 5 or more, it is also {@condition stunned} until the end of the creature's next turn." - ] - } - ], - "bonus": [ - { - "name": "Aggressive", - "entries": [ - "The hulking corpse moves up to its speed toward a hostile creature that it can see." - ] - }, - { - "name": "Destroy", - "entries": [ - "The hulking corpse makes a melee attack against an object or structure." - ] - } - ], - "traitTags": [ - "Siege Monster", - "Turn Resistance", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "CS", - "LF" - ], - "damageTags": [ - "B", - "S" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "prone", - "stunned" - ] - }, - { - "name": "Grave Dirt Golem", - "source": "LM", - "page": 22, - "group": [ - "Dread Brutes" - ], - "fluff": { - "_monsterFluff": { - "name": "Grave Dirt Golem", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/D0pO2Ex.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "construct", - "alignment": [ - "U" - ], - "ac": [ - { - "ac": 14, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 133, - "formula": "14d10 + 56" - }, - "speed": { - "walk": 20 - }, - "str": 20, - "dex": 9, - "con": 18, - "int": 3, - "wis": 8, - "cha": 1, - "senses": [ - "darkvision 60 ft." - ], - "passive": 9, - "immune": [ - "necrotic", - "poison", - "psychic", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't adamantine", - "cond": true - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned" - ], - "languages": [ - "understands the languages of its creator but can't speak" - ], - "cr": "9", - "trait": [ - { - "name": "Berserk", - "entries": [ - "Whenever the golem is {@condition bloodied|LM} at the start of its turn, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed." - ] - }, - { - "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." - ] - }, - { - "name": "Negative Energy Absorption", - "entries": [ - "Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The golem makes two slam attacks." - ] - }, - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." - ] - }, - { - "name": "Soul Rend {@recharge 5}", - "entries": [ - "The golem creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each living creature in that area takes 22 ({@damage 4d10}) necrotic damage ({@dc 15} Constitution save for half). The golem regains hit points equal to half the damage roll." - ] - } - ], - "traitTags": [ - "Damage Absorption", - "Immutable Form", - "Magic Resistance", - "Magic Weapons" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "CS" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "AOE", - "MW" - ], - "conditionInflict": [ - "health drain|LM" - ] - }, - { - "name": "Tombstone Golem", - "source": "LM", - "page": 23, - "group": [ - "Dread Brutes" - ], - "fluff": { - "_monsterFluff": { - "name": "Tombstone Golem", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/fHMCPS2.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "construct", - "alignment": [ - "U" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 178, - "formula": "17d10 + 85" - }, - "speed": { - "walk": 30 - }, - "str": 22, - "dex": 9, - "con": 20, - "int": 3, - "wis": 11, - "cha": 1, - "save": { - "str": "+10", - "con": "+9", - "cha": "-1" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 10, - "immune": [ - "necrotic", - "poison", - "psychic", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't adamantine", - "cond": true - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned" - ], - "languages": [ - "understands the languages of its creator but can't speak" - ], - "cr": "12", - "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." - ] - }, - { - "name": "Negative Energy Absorption", - "entries": [ - "Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The golem makes two slam attacks." - ] - }, - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage." - ] - }, - { - "name": "Disrupt Life {@recharge 5}", - "entries": [ - "Each living creature within 10 feet of the golem takes 21 ({@damage 6d6}) necrotic damage ({@dc 17} Constitution save for half). If the saving throw fails by 5 or more, a creature also suffers one level of {@condition exhaustion|PHB}." - ] - } - ], - "traitTags": [ - "Damage Absorption", - "Immutable Form", - "Magic Resistance", - "Magic Weapons" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "CS" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "exhaustion" - ] - }, - { - "name": "Bloodrot", - "source": "LM", - "page": 24, - "group": [ - "Undead Oozes" - ], - "fluff": { - "_monsterFluff": { - "name": "Bloodrot", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/8n9lCl1.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "U" - ], - "ac": [ - 7 - ], - "hp": { - "formula": "10d8 + 30", - "average": 75 - }, - "speed": { - "walk": 20, - "climb": 20 - }, - "str": 16, - "dex": 5, - "con": 16, - "int": 1, - "wis": 6, - "cha": 3, - "senses": [ - "blindsight 60 ft. (blind beyond this radius)" - ], - "passive": 8, - "immune": [ - "acid", - "cold", - "lightning", - "necrotic", - "poison", - "slashing" - ], - "conditionImmune": [ - "blinded", - "charmed", - "deafened", - "exhaustion", - "frightened", - "poisoned", - "prone" - ], - "cr": "4", - "trait": [ - { - "name": "Amorphous", - "entries": [ - "The bloodrot can move through a space as narrow as 1 inch wide without squeezing." - ] - }, - { - "name": "Blood Growth", - "entries": [ - "Any healing in excess of the bloodrot's maximum hit points is gained as temporary hit points. Furthermore, when a living creature within 5 feet of the bloodrot is reduced to 0 hit points, the bloodrot regains 25 hit points and grows one size category larger." - ] - }, - { - "name": "Corrosive Form", - "entries": [ - "A creature that touches the bloodrot or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage." - ] - } - ], - "action": [ - { - "name": "Blood Tendril", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage." - ] - }, - { - "name": "Bloodsqueeze", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature {@condition grappled} by a bloodrot. {@h} 17 ({@damage 5d6}) necrotic damage, and the bloodrot regains hit points equal to half the damage dealt." - ] - } - ], - "bonus": [ - { - "name": "Grab", - "entries": [ - "The bloodrot attempts to {@action grapple} one creature within 5 feet of it. It can have one creature {@condition grappled} at a time." - ] - } - ], - "reaction": [ - { - "name": "Split", - "entries": [ - "When a bloodrot that is Medium or larger is subjected to lightning or slashing damage, it splits into two new bloodrots if it has at least 10 hit points. Each new bloodrot has hit points equal to half the original bloodrot's, rounded down. New bloodrots are one size smaller than the original bloodrot." - ] - } - ], - "traitTags": [ - "Amorphous" - ], - "senseTags": [ - "B" - ], - "damageTags": [ - "A", - "B", - "N" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Blood Amniote", - "shortName": "amniote", - "source": "LM", - "page": 25, - "group": [ - "Undead Oozes" - ], - "fluff": { - "_monsterFluff": { - "name": "Blood Amniote", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/0d8ce8bc366c56748654dcca98acac9b/tumblr_inline_oev5j4a7eV1rkapbx_500.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "H" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 8 - ], - "hp": { - "average": 171, - "formula": "18d12 + 54" - }, - "speed": { - "walk": 40, - "climb": 40 - }, - "str": 20, - "dex": 6, - "con": 16, - "int": 2, - "wis": 6, - "cha": 1, - "senses": [ - "blindsight 60 ft. (blind beyond this radius)" - ], - "passive": 8, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "blinded", - "charmed", - "deafened", - "exhaustion", - "frightened", - "poisoned", - "prone" - ], - "cr": "9", - "trait": [ - { - "name": "Amorphous", - "entries": [ - "The amniote can move through a space as narrow as 1 inch wide without squeezing." - ] - }, - { - "name": "Spawn Bloodrot", - "entries": [ - "When the amniote kills a humanoid, the corpse rises as a {@creature bloodrot|LM} in the same space at the start of the amniote's next turn, acting on the same initiative as it each round." - ] - }, - { - "name": "Abominable Form", - "entries": [ - "Creatures that can see the amniote have disadvantage on saving throws against being {@condition frightened}." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The amniote makes two melee attacks." - ] - }, - { - "name": "Blood Drain", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 17 ({@damage 5d6}) necrotic damage. If the target is a creature that has blood, it must succeed on a {@dc 15} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." - ] - }, - { - "name": "Blood Thirst {@recharge 5}", - "entries": [ - "Each living creature within 10 feet of the amniote that has blood takes 22 ({@damage 5d8}) necrotic damage ({@dc 15} Constitution save for half). A target makes the save with disadvantage if it is {@condition grappled} by an ooze or undead. If the amniote damages two or more creatures with this action, its speed increases by 10 feet for 1 hour." - ] - } - ], - "bonus": [ - { - "name": "Grasping Tendrils", - "entries": [ - "The amniote pulls each Large or smaller creature of its choice within 20 feet of it up to 10 feet towards itself. If a target is {@condition bloodied|LM}, it is also {@condition grappled} (escape {@dc 15}) by the amniote. Until this grapple ends, a target is {@condition restrained} and can't regain hit points." - ] - } - ], - "traitTags": [ - "Amorphous" - ], - "senseTags": [ - "B" - ], - "actionTags": [ - "Multiattack" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "MW", - "RCH" - ], - "conditionInflict": [ - "grappled", - "restrained" - ] - }, - { - "name": "Bone Collector", - "source": "LM", - "page": 26, - "group": [ - "Undead Oozes" - ], - "fluff": { - "_monsterFluff": { - "name": "Bone Collector", - "source": "LM" - } - }, - "hasFluff": true, - "size": [ - "G" - ], - "type": "undead", - "alignment": [ - "U" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 170, - "formula": "11d20 + 55" - }, - "speed": { - "walk": 20, - "swim": 20, - "climb": 20, - "burrow": 10 - }, - "str": 24, - "dex": 15, - "con": 20, - "int": 1, - "wis": 12, - "cha": 1, - "save": { - "str": "+12", - "con": "+10" - }, - "senses": [ - "blindsight 10 ft. (blind beyond this radius)", - "tremorsense 90 ft." - ], - "passive": 11, - "immune": [ - "acid", - "necrotic", - "poison" - ], - "cr": "14", - "trait": [ - { - "name": "Siege Monster", - "entries": [ - "The bone collector deals double damage to objects and structures." - ] - }, - { - "name": "Tunneler", - "entries": [ - "The bone collector can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake." - ] - }, - { - "name": "Bone Subsumption", - "entries": [ - "When the bone collector deals damage to a creature with bones, the creature also suffers {@condition health drain|LM} equal to the damage taken." - ] - }, - { - "name": "Regeneration", - "entries": [ - "The bone collector regains 10 hit points at the start of its turn. If the bone collector takes radiant damage, this trait doesn't function at the start of the bone collector's next turn. The bone collector dies only if it starts its turn with 0 hit points and doesn't regenerate." - ] - }, - { - "name": "Lumbering Hulk", - "entries": [ - "The bone collector ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The bone collector makes one slam attack and one constrict or tail attack." - ] - }, - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage plus 6 ({@damage 1d12}) necrotic damage." - ] - }, - { - "name": "Constrict", - "entries": [ - "{@atk mw} {@hit 12} to hit, reach 20 ft., one creature. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage, and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition poisoned} and {@condition restrained}, and if it were to regain hit points, the bone collector regains them instead." - ] - }, - { - "name": "Tendril", - "entries": [ - "{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}13 ({@damage 1d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 30 feet away from the bone collector and knocked {@condition prone}." - ] - }, - { - "name": "Bone Shards {@recharge 5}", - "entries": [ - "The bone collector blasts sharp bone shards in a 60-foot cone. Each creature in that area takes 49 ({@damage 9d10}) piercing damage ({@dc 18} Dexterity save for half).", - "The bone collector can either immediately recharge this ability or increase the size of its next use to a 90-foot cone by using Absorb Corpse, or by taking a -2 penalty to AC until the end of its next turn." - ] - } - ], - "legendary": [ - { - "name": "Lurch", - "entries": [ - "The bone collector moves up to half its speed." - ] - }, - { - "name": "Tendril", - "entries": [ - "The bone collector makes one tendril attack." - ] - }, - { - "name": "Slam (Costs 2 Actions)", - "entries": [ - "The bone collector makes one slam attack." - ] - } - ], - "traitTags": [ - "Regeneration", - "Siege Monster" - ], - "senseTags": [ - "B", - "T" - ], - "actionTags": [ - "Multiattack" - ], - "damageTags": [ - "B", - "N", - "P" - ], - "miscTags": [ - "MW", - "RCH", - "AOE" - ], - "conditionInflict": [ - "grappled", - "poisoned", - "prone", - "restrained" - ], - "conditionImmune": [ - "blinded", - "charmed", - "deafened", - "exhaustion", - "frightened", - "poisoned", - "prone" - ], - "bonus": [ - { - "name": "Destroy", - "entries": [ - "The bone collector makes a slam attack against an object or structure." - ] - }, - { - "name": "Absorb Corpse", - "entries": [ - "The bone collector increases its mass by absorbing the bones from a corpse within 5 feet of it. If the corpse had bones in it, the bone collector's current and maximum hit points increase by 10, plus an additional 10 hit points for every size category above Medium if the corpse is Large or larger." - ] - } - ] - }, - { - "name": "Angel of Decay", - "alias": [ - "Rot Harbinger" - ], - "source": "LM", - "page": 27, - "group": [ - "Servants of Darkness" - ], - "fluff": { - "_monsterFluff": { - "name": "Angel of Decay", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/44m1j6x.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 85, - "formula": "10d10 + 30" - }, - "speed": { - "walk": 30, - "fly": 50 - }, - "str": 18, - "dex": 17, - "con": 16, - "int": 16, - "wis": 16, - "cha": 18, - "save": { - "dex": "+6", - "wis": "+6" - }, - "skill": { - "perception": "+6" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 16, - "resist": [ - "fire", - "lightning" - ], - "immune": [ - "cold", - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "petrified", - "poisoned" - ], - "languages": [ - "Common", - "Primordial" - ], - "cr": "7", - "trait": [ - { - "name": "Feed on Decay", - "entries": [ - "Whenever a creature within 15 feet of the angel of decay fails a saving throw, the angel of decay regains 5 hit points." - ] - }, - { - "name": "Flyby", - "entries": [ - "The angel of decay doesn't provoke opportunity attacks when it flies out of an enemy's reach." - ] - }, - { - "name": "Rotting Aura", - "entries": [ - "Any living creature that starts its turn within 10 feet of the angel of decay takes 14 ({@damage 4d6}) necrotic damage ({@dc 15} Constitution save for half)." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The angel of decay uses its Rotting Touch twice. If both attacks hit the same target, the target takes an additional 7 ({@damage 2d6}) necrotic damage." - ] - }, - { - "name": "Rotting Touch", - "entries": [ - "{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) necrotic damage." - ] - } - ], - "traitTags": [ - "Flyby" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "P" - ], - "damageTags": [ - "N" - ] - }, - { - "name": "Blaspheme", - "source": "LM", - "page": 28, - "group": [ - "Servants of Darkness" - ], - "fluff": { - "_monsterFluff": { - "name": "Blaspheme", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/78dedffb65c697b396a8a16d580e0866/tumblr_inline_oev5bbgAQC1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 153, - "formula": "18d8 + 72" - }, - "speed": { - "walk": 30 - }, - "str": 20, - "dex": 12, - "con": 18, - "int": 5, - "wis": 15, - "cha": 10, - "save": { - "wis": "+5" - }, - "skill": { - "athletics": "+8", - "perception": "+5", - "survival": "+5" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 15, - "immune": [ - "cold", - "necrotic", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "frightened", - "poisoned", - "unconscious" - ], - "languages": [ - "Common" - ], - "cr": "8", - "trait": [ - { - "name": "Turn Resistance", - "entries": [ - "The blaspheme has advantage on saving throws against effects that turns undead." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the blaspheme to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the blaspheme drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The blaspheme makes two attacks." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a non-evil creature, it must succeed on a {@dc 15} Constitution saving throw or have disadvantage on all saving throws until the start of the blaspheme's next turn." - ] - } - ], - "bonus": [ - { - "name": "Aggressive", - "entries": [ - "The blaspheme moves up to its speed toward a hostile creature that it can see. " - ] - }, - { - "name": "Brawler", - "entries": [ - "The blaspheme attempts to grapple or shove one creature within its reach." - ] - } - ], - "traitTags": [ - "Turn Resistance", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C" - ], - "damageTags": [ - "N", - "P" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Gravetouched Ghoul", - "source": "LM", - "page": 29, - "group": [ - "Servants of Darkness" - ], - "fluff": { - "_monsterFluff": { - "name": "Gravetouched Ghoul", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://adrenalinarpg.files.wordpress.com/2009/08/gravetouched-ghoul.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "unholy grace" - ] - } - ], - "hp": { - "average": 39, - "formula": "6d8 + 12" - }, - "speed": { - "walk": 30 - }, - "str": 16, - "dex": 17, - "con": 14, - "int": 12, - "wis": 14, - "cha": 15, - "save": { - "str": "+5", - "dex": "+5", - "con": "+4", - "int": "+3", - "wis": "+4", - "cha": "+4" - }, - "skill": { - "athletics": "+5", - "perception": "+4", - "stealth": "+5" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 14, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned" - ], - "languages": [ - "Common" - ], - "cr": "3", - "trait": [ - { - "name": "Turn Resistance", - "entries": [ - "The ghoul has advantage on saving throws against effects that turn undead." - ] - }, - { - "name": "Unholy Grace", - "entries": [ - "The ghoul adds its Charisma modifier to its Armor Class and on saving throws (accounted for in its statistics)." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The ghoul makes two attacks: one with its bite and one with its claws. If the ghoul successfully paralyzes a creature, it can grapple the creature as part of this action." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 5 ({@damage 2d4}) necrotic damage. If the target is a living creature, it must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the end of its next turn." - ] - }, - { - "name": "Claws", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." - ] - } - ], - "bonus": [ - { - "name": "Cunning Action", - "entries": [ - "The ghoul takes the {@action Dash}, {@action Disengage}, or {@action Hide} action. " - ] - }, - { - "name": "One With Shadows", - "entries": [ - "While in an area of dim light or darkness, the ghoul becomes {@condition invisible} until it moves or take an action, bonus action, or reaction." - ] - } - ], - "traitTags": [ - "Turn Resistance" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C" - ], - "damageTags": [ - "N", - "P", - "S" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "paralyzed", - "poisoned" - ] - }, - { - "name": "Entomber", - "source": "LM", - "page": 30, - "group": [ - "Servants of Darkness" - ], - "fluff": { - "_monsterFluff": { - "name": "Entomber", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://campanharavenloft.wdfiles.com/local--files/start/entomber.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "L", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 97, - "formula": "13d8 + 39" - }, - "speed": { - "walk": 30 - }, - "str": 18, - "dex": 12, - "con": 16, - "int": 6, - "wis": 12, - "cha": 7, - "save": { - "wis": "+4" - }, - "skill": { - "athletics": "+7", - "perception": "+4" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 14, - "languages": [ - "understands Common but can't speak" - ], - "cr": "5", - "trait": [ - { - "name": "Turn Resistance", - "entries": [ - "The entomber has advantage on saving throws against effects that turn undead." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the entomber to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the entomber drops to 1 hit point instead." - ] - }, - { - "name": "Alert", - "entries": [ - "The entomber has advantage on initiative rolls and Wisdom ({@skill Perception}) checks." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The entomber makes two melee attacks." - ] - }, - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage." - ] - }, - { - "name": "Entomb", - "entries": [ - "The entomber attempts to bury one creature it is grappling. The target must succeed on a {@dc 15} Strength saving throw or be pounded bodily into a shallow grave that bulges out of the ground and reveals its location. This ability doesn't work in locations with a basement or open level immediately below, nor can the creature entomb victims in a magical substance or a floor made of solid metal or a similar substance.", - "While entombed, the creature is {@condition blinded}, {@condition prone}, and {@condition restrained}, and it has total cover. Additionally, the creature is no longer {@condition grappled}, but it can't breath and is suffocating.", - "To escape being entombed, the target or a creature within 5 feet of the grave can take an action to attempt to clear away the tomb by making a {@dc 14} Strength check. After two of these checks succeed (they needn't be consecutive), the target is freed from the tomb, although it remains {@condition prone} in the same space." - ] - } - ], - "bonus": [ - { - "name": "Exhume", - "entries": [ - "The entomber touches the top of a grave or space where a creature is buried no deeper than 10 feet. The body immediately rises to the surface via this magic, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner." - ] - }, - { - "name": "Grappler", - "entries": [ - "The entomber attempts to {@action grapple} one creature within its reach. On a success, the entomber has advantage on attack rolls against it while it remains {@condition grappled}. " - ] - } - ], - "reaction": [ - { - "name": "Defend Grave", - "entries": [ - "The entomber can attempt to shove one creature that enters its reach." - ] - } - ], - "traitTags": [ - "Turn Resistance", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "CS" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "blinded", - "prone", - "restrained" - ] - }, - { - "name": "Quell", - "source": "LM", - "page": 31, - "group": [ - "Spirits" - ], - "fluff": { - "_monsterFluff": { - "name": "Quell", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/7/78/Quell_-_Steven_Belledin.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "L", - "E" - ], - "ac": [ - 13 - ], - "hp": { - "average": 65, - "formula": "10d8 + 20" - }, - "speed": { - "walk": 0, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 1, - "dex": 16, - "con": 14, - "int": 12, - "wis": 13, - "cha": 16, - "senses": [ - "darkvision 60 ft." - ], - "passive": 11, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "3", - "trait": [ - { - "name": "Godhate", - "entries": [ - "The quell has advantage on saving throws against divine magic, which are spells and other magical effects originating from clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate." - ] - }, - { - "name": "Incorporeal Movement", - "entries": [ - "The quell 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": "Sense Divinity", - "entries": [ - "The quell knows if a visible creature is a celestial or a user of divine magic." - ] - }, - { - "name": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the quell has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The quell uses its Intercession if it is available, and then it uses its Life Drain." - ] - }, - { - "name": "Life Drain", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." - ] - }, - { - "name": "Intercession {@recharge 5}", - "entries": [ - "Each creature within 45 feet of the quell that is a celestial or a user of divine magic must make a {@dc 13} Wisdom saving throw. On a failed save, a target cannot cast spells via divine magic until the start of the quell's next turn. If the saving throw fails by 5 or more, this effect instead lasts until the target finishes a long rest." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Sunlight Sensitivity" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O" - ], - "miscTags": [ - "AOE", - "MW" - ], - "conditionInflict": [ - "health drain|LM" - ] - }, - { - "name": "Spectral Lyrist", - "source": "LM", - "page": 32, - "group": [ - "Spirits" - ], - "fluff": { - "_monsterFluff": { - "name": "Spectral Lyrist", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/2baeae6f037a0645106ca0261c9ff35e/tumblr_inline_ogzz4vFXNS1rkapbx_640.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 12 - ], - "hp": { - "average": 67, - "formula": "9d8 + 27" - }, - "speed": { - "walk": 30, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 15, - "con": 16, - "int": 12, - "wis": 14, - "cha": 16, - "save": { - "wis": "+4" - }, - "skill": { - "deception": "+7", - "perception": "+4", - "performance": "+5" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 14, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "4", - "spellcasting": [ - { - "name": "Innate Spellcasting", - "headerEntries": [ - "The spectral lyrist's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:" - ], - "will": [ - "{@spell disguise self}", - "{@spell minor illusion}", - "{@spell vicious mockery}" - ], - "daily": { - "2e": [ - "{@spell command}", - "{@spell suggestion}" - ], - "1e": [ - "{@spell charm person}", - "{@spell phantasmal force}" - ] - }, - "ability": "cha", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Incorporeal Movement", - "entries": [ - "The spectral lyrist 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": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the spectral lyrist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." - ] - } - ], - "action": [ - { - "name": "Life Drain", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." - ] - } - ], - "bonus": [ - { - "name": "Taunt (2/Day)", - "entries": [ - "The spectral lyrist targets one creature within 30 feet of it. If the target can hear the spectral lyrist, the target must succeed on a {@dc 13} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the spectral lyrist's next turn." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Sunlight Sensitivity" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O" - ], - "damageTagsSpell": [ - "Y" - ], - "spellcastingTags": [ - "I" - ], - "miscTags": [ - "MW" - ], - "conditionInflictSpell": [ - "charmed" - ] - }, - { - "name": "Crypt Chanter", - "source": "LM", - "page": 33, - "group": [ - "Spirits" - ], - "fluff": { - "_monsterFluff": { - "name": "Crypt Chanter", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/7c7c4b61cf18df7bb105e4ccca1df8cf/tumblr_inline_ofclkxpr6f1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 14 - ], - "hp": { - "average": 90, - "formula": "12d8 + 36" - }, - "speed": { - "walk": 30, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 18, - "con": 16, - "int": 13, - "wis": 16, - "cha": 18, - "save": { - "wis": "+6" - }, - "skill": { - "deception": "+7", - "insight": "+6", - "stealth": "+7" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 13, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "7", - "trait": [ - { - "name": "Create Spawn", - "entries": [ - "The spirit of a humanoid slain by the crypt chanter rises as a {@creature specter} after 1 minute. The specter is under the crypt chanter's control." - ] - }, - { - "name": "Incorporeal Movement", - "entries": [ - "The crypt chanter 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": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the crypt chanter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." - ] - } - ], - "action": [ - { - "name": "Draining Melody", - "entries": [ - "Each creature within 60 feet of the crypt chanter that is {@condition charmed} by it must succeed on a {@dc 15} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and suffer one level of {@condition exhaustion|PHB}." - ] - }, - { - "name": "Life Drain", - "entries": [ - "The crypt chanter deals 21 ({@damage 6d6}) necrotic damage to one creature it can see within 60 feet of it that isn't {@condition charmed} ({@dc 15} Constitution save for half). The crypt chanter regains a number of hit points equal to half the damage dealt." - ] - } - ], - "bonus": [ - { - "name": "Captivating Presence", - "entries": [ - "Each creature within 60 feet of the crypt chanter that can hear its melody must make a {@dc 15} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the crypt chanter for 1 minute, until the creature is farther than 60 feet away from it, until the crypt chanter is {@condition incapacitated} or dies, or until the creature becomes {@condition deafened}. On a successful save, the creature becomes immune to the crypt chanter's Captivating Presence for 24 hours. Creatures charmed by the crypt chanter can't willingly move away from it." - ] - } - ], - "legendaryHeader": [ - "The crypt chanter can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The crypt chanter regains spent legendary actions at the start of its turn." - ], - "legendaryActions": 2, - "legendary": [ - { - "name": "Move", - "entries": [ - "The crypt chanter moves up to half its speed." - ] - }, - { - "name": "Enthrall", - "entries": [ - "Each creature within 60 feet of the crypt chanter that is {@condition charmed} by it and can hear its melody must make a {@dc 15} Wisdom saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) psychic damage and must use its reaction, if available, to move up to its speed towards the crypt chanter." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Sunlight Sensitivity" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O", - "Y" - ], - "miscTags": [ - "AOE" - ], - "conditionInflict": [ - "charmed", - "deafened", - "exhaustion" - ] - }, - { - "name": "Dream Vestige", - "source": "LM", - "page": 34, - "group": [ - "Spirits" - ], - "fluff": { - "_monsterFluff": { - "name": "Dream Vestige", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://2.bp.blogspot.com/-39_lRyJImRY/XFNf8ATIxcI/AAAAAAAAEYk/c3T7Quwu9Hk4YjS8y1azlar5nISD9PG9wCK4BGAYYCw/s1600/Vestigio%2Bonirico.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "H" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 14 - ], - "hp": { - "average": 157, - "formula": "15d12 + 60" - }, - "speed": { - "walk": 0, - "fly": { - "number": 20, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 1, - "dex": 18, - "con": 18, - "int": 14, - "wis": 16, - "cha": 18, - "save": { - "int": "+7", - "wis": "+8", - "cha": "+9" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 13, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder" - ], - "immune": [ - "necrotic", - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "languages": [ - "the languages its victims knew in life" - ], - "cr": "16", - "trait": [ - { - "name": "Desecrating Aura", - "entries": [ - "The vestige emanates an aura of utter desecration out to a range of 30 feet. Living creatures can't regain hit points while within this aura. Additionally, any undead ally of the vestige that is within the aura makes saving throws with advantage, and that ally regains 5 hit points whenever it starts its turn there." - ] - }, - { - "name": "Form Consumption", - "entries": [ - "When the vestige kills a creature that isn't a construct, the victim's body is automatically engulfed and dissolved by the dream vestige, and its soul is absorbed and added to the dream vestige's form. The dream vestige's current and maximum hit points then increase by 3.", - "When the dream vestige reaches 314 hit points, it splits into two regular dream vestiges, each one having 157 maximum hit points as normal." - ] - }, - { - "name": "Incorporeal Movement", - "entries": [ - "The vestige 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": "Legendary Resistance (3/Day)", - "entries": [ - "If the vestige fails a saving throw, it can choose to succeed instead." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "The vestige has advantage on saving throws against spells and other magical effects." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The vestige can use its Frightful Presence. It then makes three tendril attacks." - ] - }, - { - "name": "Tendril", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) necrotic damage." - ] - }, - { - "name": "Frightful Presence", - "entries": [ - "Each creature of the vestige's choice that is within 120 feet of the vestige and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vestige's Frightful Presence for the next 24 hours." - ] - } - ], - "legendary": [ - { - "name": "Move", - "entries": [ - "The vestige moves up to its speed." - ] - }, - { - "name": "Nightmare", - "entries": [ - "The vestige targets one {@condition frightened} creature that it can see within 60 feet of it. The target must make a {@dc 17} Wisdom saving throw. On a failed save, the target takes 11 ({@damage 2d10}) psychic damage, and the vestige magically learns one fact or secret about the target." - ] - }, - { - "name": "Disrupt Life (Costs 2 Actions)", - "entries": [ - "Each living creature within 30 feet of the vestige takes 28 ({@damage 8d6}) necrotic damage ({@dc 17} Constitution save for half)." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Legendary Resistances", - "Magic Resistance" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Frightful Presence", - "Multiattack" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O", - "Y" - ], - "miscTags": [ - "MW", - "RCH" - ], - "conditionInflict": [ - "frightened" - ] - }, - { - "name": "Skin Kite", - "source": "LM", - "page": 35, - "group": [ - "Undead Aviary" - ], - "fluff": { - "_monsterFluff": { - "name": "Skin Kite", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/U1n1Rec.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "S" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 33, - "formula": "6d6 + 12" - }, - "speed": { - "walk": 10, - "fly": 40 - }, - "str": 18, - "dex": 16, - "con": 14, - "int": 6, - "wis": 12, - "cha": 7, - "skill": { - "acrobatics": "+5", - "stealth": "+5" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 11, - "immune": [ - "poison" - ], - "conditionImmune": [ - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "understands the languages it knew in life but can't speak" - ], - "cr": "3", - "trait": [ - { - "name": "Damage Transfer", - "entries": [ - "While attached to a creature, the skin kite takes only half the damage dealt to it (rounded down), and that creature takes the other half." - ] - } - ], - "action": [ - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d6 + 4}) bludgeoning damage, and if the target is Large or smaller, the skin kite attaches to it. If the skin kite has advantage against the target, the skin kite attaches to the target's head, and the target is {@condition blinded} and unable to breathe while the skin kite is attached. While attached, the skin kite can make this attack only against the target and has advantage on the attack roll. The skin kite can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the skin kite by succeeding on a {@dc 14} Strength check." - ] - }, - { - "name": "Meld", - "entries": [ - "If the skin kite is attached to a creature, that creature must make a {@dc 14} Constitution saving throw. On a failed save, the target takes 10 ({@damage 3d6}) necrotic damage, and the skin kite regains hit points equal to half the damage dealt. On a failed save of 5 or more, the skin kite absorbs a portion of the target's skin; the skin kite gains the Launch Kite action and can use it once during the next minute." - ] - }, - { - "name": "Launch Kite (Available via Meld)", - "entries": [ - "The skin kite can use this action to spawn a new skin kite using skin stolen via the Meld action. The skin kite must take this action at the start of its turn, and its speed is reduced to 0 for the rest of the turn. This action provokes opportunity attacks from creatures that can reach the skin kite.", - "The freshly launched skin kite has a number of hit points equal to the original's current total and acts immediately after the original skin kite on the same initiative." - ] - } - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "CS", - "LF" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "blinded" - ] - }, - { - "name": "Skirr", - "source": "LM", - "page": 36, - "group": [ - "Undead Aviary" - ], - "fluff": { - "_monsterFluff": { - "name": "Skirr", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/2fbead2738a2e778114a0bcc85173add/tumblr_inline_ogm48taisx1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "H" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 168, - "formula": "16d12 + 64" - }, - "speed": { - "walk": 20, - "fly": 50 - }, - "str": 20, - "dex": 16, - "con": 18, - "int": 2, - "wis": 11, - "cha": 8, - "save": { - "dex": "+6", - "con": "+7" - }, - "skill": { - "perception": "+3", - "stealth": "+6" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 13, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "cr": "7", - "trait": [ - { - "name": "Flyby", - "entries": [ - "The skirr doesn't provoke opportunity attacks when it flies out of an enemy's reach." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The skirr makes two attacks: one with its bite and one with its claw." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}), and the skirr can't bite another target." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage." - ] - } - ], - "traitTags": [ - "Flyby" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "damageTags": [ - "P", - "S" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "grappled" - ] - }, - { - "name": "Paralyth", - "source": "LM", - "page": 37, - "group": [ - "Undead Aviary" - ], - "fluff": { - "_monsterFluff": { - "name": "Paralyth", - "source": "LM" - } - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "L", - "NX", - "C", - "E" - ], - "ac": [ - 15 - ], - "hp": { - "formula": "18d8 + 36", - "average": 117 - }, - "speed": { - "walk": 0, - "fly": { - "number": 30, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 4, - "dex": 20, - "con": 14, - "int": 21, - "wis": 18, - "cha": 16, - "save": { - "int": "+9", - "wis": "+8", - "cha": "+7" - }, - "senses": [ - "blindsight 120 ft. (blind beyond this radius)", - "Detect Sentience 300 ft." - ], - "passive": 18, - "languages": [ - "understands the languages it knew in life but can't speak", - "telepathy 120 ft." - ], - "cr": "9", - "trait": [ - { - "name": "Detect Sentience", - "entries": [ - "The paralyth can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "The paralyth has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Paralyth Aura", - "entries": [ - "At the start of each of the paralyth's turns, it emits a burst of electricity that interferes with the nervous system of any number of creatures within 20 feet of it. Until the start of the paralyth's next turn, every foot of movement costs 1 extra foot for the target, and it suffers disadvantage on Dexterity checks and saving throws." - ] - } - ], - "action": [ - { - "name": "Pain Lash", - "entries": [ - "{@atk ms} {@hit 9} to hit, reach 10 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it can't take reactions until the end of its next turn, and it must succeed on a {@dc 17} Constitution saving throw or be {@condition restrained} for the same duration." - ] - }, - { - "name": "Nervous Feedback {@recharge 5}", - "entries": [ - "The paralyth emits concentrated electricity in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or take 31 ({@damage 4d12 + 5}) lightning damage and be {@condition paralyzed} until the end of the paralyth's next turn." - ] - } - ], - "traitTags": [ - "Magic Resistance" - ], - "senseTags": [ - "B" - ], - "languageTags": [ - "CS", - "LF", - "TP" - ], - "damageTags": [ - "L", - "Y" - ], - "damageTagsSpell": [ - "Y" - ], - "miscTags": [ - "RCH", - "AOE" - ], - "conditionInflict": [ - "charmed", - "paralyzed", - "restrained" - ], - "conditionInflictSpell": [ - "blinded", - "charmed", - "deafened", - "frightened", - "restrained", - "unconscious" - ], - "bonus": [ - { - "name": "Spinal Domination", - "entries": [ - "The paralyth targets one creature within 20 feet of it. The target must make a {@dc 17} Wisdom saving throw. On a failed save, the paralyth chooses the target's movement and actions on its next turn. A creature is immune to this ability if it is immune to being {@condition charmed}.", - "If the target has an Intelligence or Wisdom score of 6 or lower, the target is instead {@condition charmed} by the paralyth on a failed save until the paralyth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the paralyth's control and follows its orders to the best of its ability.", - "Whenever the {@condition charmed} target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the paralyth. The paralyth can only have up to 10 creatures charmed at a time." - ] - }, - { - "name": "Shock Bolt", - "entries": [ - "The paralyth sends a bolt of lightning at a creature within 60 feet of it, dealing 9 ({@damage 2d8}) lightning damage ({@dc 17} Dexterity save for half). On a failed save, the target also takes 4 ({@damage 1d8}) lightning damage for every 5 feet of movement it spends on its next turn." - ] - } - ], - "immune": [ - "lightning", - "psychic" - ], - "skill": { - "perception": "+8", - "acrobatics": "+9" - } - }, - { - "name": "Vile Pet", - "shortName": "pet", - "source": "LM", - "page": 38, - "group": [ - "Unrisen" - ], - "fluff": { - "_monsterFluff": { - "name": "Vile Pet", - "source": "LM" - } - }, - "hasFluff": true, - "size": [ - "S" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 12 - ], - "hp": { - "formula": "6d6 + 18", - "average": 39 - }, - "speed": { - "walk": 40 - }, - "str": 15, - "dex": 14, - "con": 16, - "int": 3, - "wis": 13, - "cha": 6, - "skill": { - "perception": "+5", - "stealth": "+4" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 15, - "immune": [ - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "cr": "1", - "trait": [ - { - "name": "Pack Tactics", - "entries": [ - "The pet has advantage on an attack roll against a creature if at least one of the pet's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." - ] - }, - { - "name": "Malleable Bones", - "entries": [ - "The pet can move through a space as narrow as 3 inches wide without squeezing." - ] - }, - { - "name": "Keen Smell", - "entries": [ - "The pet has advantage on Wisdom ({@skill Perception}) checks that rely on smell." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The pet makes two bite attacks." - ] - }, - { - "name": "Filthy Bite", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the diseased creature must repeat the saving throw. On a failed save, the amount of food that the creature needs to eat per day increases by 1 pound until the disease is cured." - ] - } - ], - "traitTags": [ - "Keen Senses", - "Pack Tactics" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "damageTags": [ - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Slaymate", - "source": "LM", - "page": 39, - "group": [ - "Unrisen" - ], - "fluff": { - "_monsterFluff": { - "name": "Slaymate", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/793f637ff0c61017de18a940e98b69c5/tumblr_inline_ogy0dsyS2r1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "S" - ], - "type": "undead", - "alignment": [ - "L", - "NX", - "C", - "E" - ], - "ac": [ - 13 - ], - "hp": { - "average": 27, - "formula": "6d6 + 6" - }, - "speed": { - "walk": 30 - }, - "str": 8, - "dex": 16, - "con": 12, - "int": 11, - "wis": 10, - "cha": 13, - "skill": { - "stealth": "+5" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 10, - "immune": [ - "poison" - ], - "conditionImmune": [ - "poisoned" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "2", - "trait": [ - { - "name": "Pale Aura", - "entries": [ - "Necromancy spells cast by creatures within 10 feet of the slaymate have their durations, ranges, and sizes doubled and can animate or reassert control over twice as many undead. For example, a {@spell circle of death} spell would become a 120-foot-radius sphere with a 300 foot range, and a {@spell danse macabre|XGE} spell would animate up to ten undead within 120 feet for up to 2 hours." - ] - }, - { - "name": "Sneak Attack (1/Turn)", - "entries": [ - "The slaymate deals an extra 7 ({@damage 2d6}) damage when it hits a target with a melee weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the slaymate that isn't incapacitated and the slaymate doesn't have disadvantage on the attack roll." - ] - } - ], - "action": [ - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target must succeed on a {@dc 11} Constitution saving throw against disease or be {@condition poisoned} for 1 minute (save ends)." - ] - }, - { - "name": "Knife", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If this attack hits while the slaymate is {@condition invisible}, it is automatically a critical hit." - ] - }, - { - "name": "Invisibility", - "entries": [ - "The slaymate and any Huge or smaller creature it is riding magically turns {@condition invisible} until either creature makes an attack roll, makes a damage roll, or casts a spell, or until the slaymate's concentration ends (as if concentrating on a spell). Any equipment the slaymate or its rider wears or carries is {@condition invisible} with it." - ] - } - ], - "bonus": [ - { - "name": "Nimble Escape", - "entries": [ - "The slaymate takes the {@action Disengage} or {@action Hide} action." - ] - } - ], - "traitTags": [ - "Sneak Attack" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "invisible", - "poisoned" - ] - }, - { - "name": "Tainted Priest", - "shortName": "priest", - "source": "LM", - "page": 40, - "group": [ - "Unrisen" - ], - "fluff": { - "_monsterFluff": { - "name": "Tainted Priest", - "source": "LM" - } - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "L", - "NX", - "C", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "Unholy Grace" - ] - } - ], - "hp": { - "formula": "15d8 + 30", - "average": 97 - }, - "speed": { - "walk": 30 - }, - "str": 11, - "dex": 16, - "con": 14, - "int": 15, - "wis": 19, - "cha": 18, - "save": { - "con": "+6", - "int": "+6", - "wis": "+8", - "cha": "+8", - "str": "+4", - "dex": "+7" - }, - "skill": { - "deception": "+12", - "religion": "+10", - "medicine": "+8", - "arcana": "+6" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 14, - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "any three languages" - ], - "cr": "12", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "The priest's spellcasting ability is Wisdom (spell save {@dc 16}). It has the following spells prepared:" - ], - "daily": { - "1e": [ - "{@spell create undead}", - "{@spell modify memory}" - ], - "3e": [ - "{@spell cure wounds}", - "{@spell sanctuary}" - ], - "2e": [ - "{@spell calm emotions}", - "{@spell lesser restoration}" - ] - }, - "will": [ - "{@spell minor illusion}", - "{@spell thaumaturgy}" - ], - "ability": "wis", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Unholy Grace", - "entries": [ - "The priest adds its Charisma modifier to its armor class and saving throws (included in its statistics)." - ] - }, - { - "name": "False Aura", - "entries": [ - "The priest is treated as a humanoid for the purpose of spells and magical effects that detect creature types, such as a paladin's Divine Sense." - ] - } - ], - "action": [ - { - "name": "Ray of Weakness (5th-Level Spell)", - "entries": [ - "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h} 27 ({@damage 6d8}) poison damage. The target must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the end of the priest's next turn." - ] - }, - { - "name": "Unholy Staff", - "entries": [ - "{@atk mw} {@h 7} to hit, reach 5 ft., one target. {@h} 8 ({@damage 1d8 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, it can't regain hit points until the end of the priest's next turn, and the priest regains hit points equal to the necrotic damage dealt." - ] - }, - { - "name": "Negative Energy Burst (7th-Level Spell; 2/Day).", - "entries": [ - "A wave of negative energy washes out from a point of the priest's choice within 120 feet of it. Each living creature in a 15-foot-radius sphere centered on that point takes 32 ({@damage 5d12}) necrotic damage ({@dc 16} Constitution save for half). A humanoid killed by this damage rises up as a {@creature zombie} at the start of the priest's next turn. The zombie pursues whatever living creature it can see that is closest to it.", - "Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points." - ] - } - ], - "bonus": [ - { - "name": "Vile Eruption", - "entries": [ - "The priest unleashes sickening miasma in a 30-foot cone. Each living creature in the area takes 11 ({@damage 2d10}) necrotic damage ({@dc 16} Constitution save for half). On a failed save, a creature is also {@condition poisoned} and has its speed halved until the end of its next turn." - ] - } - ], - "senseTags": [ - "SD" - ], - "languageTags": [ - "X" - ], - "damageTags": [ - "B", - "I", - "N" - ], - "miscTags": [ - "AOE", - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Moon Wraith", - "page": 41, - "group": [ - "Wraiths" - ], - "fluff": { - "_monsterFluff": { - "name": "Moon Wraith", - "source": "LM" - } - }, - "hasFluff": true, - "source": "LM", - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 15 - ], - "hp": { - "formula": "13d10 + 52", - "average": 123 - }, - "speed": { - "walk": 0, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 20, - "con": 18, - "int": 12, - "wis": 16, - "cha": 15, - "skill": { - "perception": "+6", - "stealth": "+8", - "survival": "+6" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 16, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "7", - "trait": [ - { - "name": "Incorporeal Movement", - "entries": [ - "The wraith 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": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." - ] - }, - { - "name": "Regeneration", - "entries": [ - "The wraith regains 10 hit points at the start of its turn. If the wraith is in sunlight or takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wraith's next turn. The wraith dies only if it starts its turn with 0 hit points and doesn't regenerate." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The wraith two melee attacks." - ] - }, - { - "name": "Moon Wrath", - "entries": [ - "The wraith makes a melee attack against each creature of its choice within 5 feet of it." - ] - }, - { - "name": "Shadow Claw", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h} 14 ({@damage 2d8 + 5}) necrotic damage, and if the target is Large or smaller, the wraith can either push the target up to 10 feet away from it or knock it {@condition prone}." - ] - }, - { - "name": "Create Specter", - "entries": [ - "The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time." - ] - } - ], - "bonus": [ - { - "name": "Umbral Dash", - "entries": [ - "The wraith moves up to 30 feet in a straight line to a space it can see, without provoking opportunity attacks. Each living creature it passes through the space of takes 7 ({@damage 2d6}) necrotic damage." - ] - } - ], - "reaction": [ - { - "name": "Lunar Violation", - "entries": [ - "When a creature within 5 feet of the wraith misses it with an attack, it must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} and have its speed halved until the end of the wraith's next turn." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Regeneration", - "Sunlight Sensitivity" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Oblivion Wraith", - "source": "LM", - "page": 41, - "group": [ - "Wraiths" - ], - "fluff": { - "_monsterFluff": { - "name": "Oblivion Wraith", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/AOfYJIX.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 15 - ], - "hp": { - "formula": "14d8 + 56", - "average": 119 - }, - "speed": { - "walk": 0, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 20, - "con": 19, - "int": 15, - "wis": 16, - "cha": 20, - "senses": [ - "darkvision 60 ft." - ], - "passive": 13, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "12", - "trait": [ - { - "name": "Incorporeal Movement", - "entries": [ - "The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." - ] - }, - { - "name": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." - ] - }, - { - "name": "Death Blast", - "entries": [ - "When the wraith dies, it explodes, and each creature within 30 feet of it takes 14 ({@damage 4d6}) necrotic damage ({@dc 16} Constitution save for half). On a failed save, a target also regains half as many hit points from any healing source for the next 24 hours." - ] - }, - { - "name": "Nihil Aura", - "entries": [ - "Living creatures within 30 feet of the wraith regain half as many hit points from any healing source and have disadvantage on Intelligence, Wisdom, and Charisma saving throws." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The wraith makes two Nihil Blasts." - ] - }, - { - "name": "Nihil Blast", - "entries": [ - "{@atk rs} {@hit 9} to hit, range 60 ft., one creature. {@h}27 ({@damage 4d10 + 5}) necrotic damage, and the target must make a {@dc 16} Intelligence saving throw. On a failed save, the wraith is {@condition invisible} to the target until the end of the wraith's next turn." - ] - }, - { - "name": "Obliviate {@recharge 5}", - "entries": [ - "The wraith unleashes a wave of negative emotions in a 60-foot cone. Each creature in the area takes 36 ({@damage 8d8}) psychic damage ({@dc 16} Charisma save for half). On a failed save, a creature is also {@condition blinded} and {@condition frightened} as horrific images overwhelm its vision until the end of the wraith's next turn." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Sunlight Sensitivity" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O" - ], - "miscTags": [ - "AOE" - ], - "bonus": [ - { - "name": "Shadow Glide", - "entries": [ - "The wraith teleports up to 30 feet to an unoccupied space it can see." - ] - }, - { - "name": "Create Specter", - "entries": [ - "The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time." - ] - } - ], - "shortName": "wraith", - "conditionInflict": [ - "blinded", - "frightened", - "invisible" - ], - "actionTags": [ - "Multiattack" - ] - }, - { - "name": "Vortex Wraith", - "size": [ - "H" - ], - "type": "undead", - "source": "LM", - "page": 42, - "group": [ - "Wraiths" - ], - "fluff": { - "_monsterFluff": { - "name": "Vortex Wraith", - "source": "LM" - } - }, - "hasFluff": true, - "alignment": [ - "U" - ], - "ac": [ - 17 - ], - "hp": { - "formula": "15d12 + 90", - "average": 187 - }, - "speed": { - "walk": 0, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 24, - "con": 22, - "int": 8, - "wis": 18, - "cha": 22, - "passive": 14, - "cr": "17", - "shortName": "wraith", - "languages": [ - "the languages it knew in life" - ], - "languageTags": [ - "LF" - ], - "senses": [ - "darkvision 120 ft." - ], - "senseTags": [ - "SD" - ], - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder" - ], - "immune": [ - "necrotic", - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't silvered" - } - ], - "conditionImmune": [ - "exhaustion", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "save": { - "int": "+5", - "wis": "+10", - "cha": "+12" - }, - "trait": [ - { - "name": "Soul Amalgamation", - "entries": [ - "The wraith can take one reaction on every turn in combat, even if it is {@condition incapacitated}, and it can grapple any number of creatures simultaneously. The wraith can't regain hit points or gain temporary hit points from external sources.", - "If the wraith reduces a humanoid to 0 hit points, its soul joins the amalgamation, causing the wraith to regain 10 hit points." - ] - }, - { - "name": "Destructive Movement", - "entries": [ - "The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}, and it can occupy another creature's space and vice versa. The first time it enters a the space of a creature or object on a turn, that target takes 5 ({@damage 1d10}) necrotic damage. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." - ] - }, - { - "name": "Fear the Light", - "entries": [ - "The wraith has disadvantage on saving throws against being {@condition frightened}. It is always {@condition frightened} while in bright light, and if it takes radiant damage or sees a spellcaster use Channel Divinity, it is {@condition frightened} until the end of its next turn.", - "While {@condition frightened}, the wraith isn't immune to bludgeoning, piercing, or slashing damage from nonmagical attacks that aren't silvered, its speed is halved, and attack rolls against it have advantage. However, its melee reach is increased to 30 feet, the size of its Grasp for Help action doubles, and it gains advantage on attack rolls, rather than disadvantage." - ] - }, - { - "name": "Agonizing Pain", - "entries": [ - "If the wraith takes psychic damage, the wraith lets out a horrible wail, and each creature within 120 feet of the wraith takes that damage as well. " - ] - } - ], - "reaction": [ - { - "name": "Desperate Plea", - "entries": [ - "When a creature leaves the wraith's reach, the wraith can latch onto it. The wraith moves with the creature until the end of the creature's turn, dragging any creature it is grappling along with it." - ] - }, - { - "name": "Summon Aid", - "entries": [ - "In response to the wraith taking damage or failing a saving throw, a soul is released from the wraith in the form of a {@creature specter} that is hostile to the creature that created the triggering effect (if any).", - "If the triggering effect causes the wraith to be {@condition frightened} or {@condition incapacitated}, or if the wraith is already suffering from one of these conditions, it releases 3 ({@dice 1d4 + 1}) {{@creature specter|mm|specters} instead." - ] - } - ], - "damageTags": [ - "N", - "O", - "Y" - ], - "action": [ - { - "name": "Fearful Embrace", - "entries": [ - "{@atk mw} {@hit 12} to hit, reach 10 ft., any number of creatures within reach. {@h} 33 ({@damage 4d12 + 7}) necrotic damage, and the target is {@condition grappled} (escape {@dc 16}). While {@condition grappled}, a target is {@condition restrained} and can't regain hit points." - ] - }, - { - "name": "Grasp for Help {@recharge 5}", - "entries": [ - "The wraith unleashes souls in a 60-foot cone (120 feet if {@condition frightened}) that grasp desperately for help. Each creature in the area takes 18 ({@damage 4d8}) necrotic damage plus 18 ({@damage 4d8}) psychic damage ({@dc 22} Charisma save for half).", - "The souls then return to the wraith, dragging any creatures that failed the save into its space." - ] - } - ], - "miscTags": [ - "MW", - "RCH", - "AOE" - ], - "legendary": [ - { - "name": "Find Help", - "entries": [ - "The wraith moves up to half its speed towards a creature it can see." - ] - }, - { - "name": "Panic", - "entries": [ - "Each creature the wraith is grappling must succeed on a {@dc 22} Wisdom saving throw or be {@condition frightened} until the end of its next turn. While {@condition frightened} in this way, a creature's allies appear {@condition invisible} to it." - ] - }, - { - "name": "Hug Tightly (Costs 2 Actions)", - "entries": [ - "Each creature the wraith is grappling begins to {@quickref suffocating|phb|2|0|choke} until the grapple ends." - ] - } - ], - "conditionInflict": [ - "frightened", - "grappled", - "restrained" - ] - }, - { - "name": "Ghost Hound", - "source": "LM", - "page": 45, - "group": [ - "Ghost Brute" - ], - "fluff": { - "_monsterFluff": { - "name": "Ghost Hound", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://imgs.aixifan.com/live/1497413245142/1497413245142.jpg" - } - } - ] - }, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "U" - ], - "ac": [ - 12 - ], - "hp": { - "average": 11, - "formula": "2d8 + 2" - }, - "speed": { - "walk": 0, - "fly": { - "number": 40, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 15, - "con": 12, - "int": 3, - "wis": 12, - "cha": 15, - "skill": { - "perception": "+3", - "stealth": "+4" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 13, - "resist": [ - "acid", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "cold", - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "cr": "1/4", - "trait": [ - { - "name": "Ethereal Sight", - "entries": [ - "The ghost hound can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." - ] - }, - { - "name": "Incorporeal Movement", - "entries": [ - "The ghost hound 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": "Keen Hearing and Smell", - "entries": [ - "The ghost hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." - ] - }, - { - "name": "Pack Tactics", - "entries": [ - "The ghost hound has advantage on an attack roll against a creature if at least one of the ghost hound's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." - ] - } - ], - "action": [ - { - "name": "Withering Bite", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) necrotic damage." - ] - }, - { - "name": "Etherealness", - "entries": [ - "The ghost hound enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." - ] - }, - { - "name": "Bloodcurling Howl {@recharge}", - "entries": [ - "The mournful howling of the ghost hound chills the living to the core. Each living creature within 30 feet of the ghost hound that can hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost hound's Bloodcurling Howl for the next 24 hours." - ] - } - ], - "traitTags": [ - "Incorporeal Movement", - "Keen Senses", - "Pack Tactics" - ], - "senseTags": [ - "D" - ], - "damageTags": [ - "N", - "O" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "frightened" - ] - }, - { - "name": "Half-Vampire Gnoll Pack Lord", - "source": "LM", - "page": 47, - "group": [ - "Half-Vampire" - ], - "fluff": { - "_monsterFluff": { - "name": "Half-Vampire Gnoll Pack Lord", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.pinimg.com/736x/19/83/84/198384cd733a68580c9e8bce72accdda--fantasy-monster-humanoid.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "gnoll", - "half-vampire" - ] - }, - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "{@item chain shirt|phb}" - ] - } - ], - "hp": { - "average": 49, - "formula": "9d8 + 9" - }, - "speed": { - "walk": 30 - }, - "str": 16, - "dex": 14, - "con": 13, - "int": 8, - "wis": 11, - "cha": 11, - "senses": [ - "darkvision 120 ft." - ], - "passive": 10, - "resist": [ - "necrotic" - ], - "languages": [ - "Gnoll" - ], - "cr": "3", - "trait": [ - { - "name": "Regeneration", - "entries": [ - "The gnoll regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the gnoll takes radiant damage, this trait doesn't function at the start of the gnoll's next turn." - ] - }, - { - "name": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the gnoll has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The gnoll makes two weapon attacks, only one of which can be a bite attack." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 7 ft., one creature that is {@condition grappled} by the half-vampire, {@condition incapacitated}, or {@condition restrained}. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. The target suffers health drain equal to the necrotic damage taken, and the gnoll regains hit points equal to that amount." - ] - }, - { - "name": "Claws", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage. Instead of dealing damage, the gnoll can grapple the target (escape {@dc 13})." - ] - }, - { - "name": "Glaive", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage." - ] - }, - { - "name": "Longbow", - "entries": [ - "{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." - ] - }, - { - "name": "Charm", - "entries": [ - "The gnoll targets one humanoid it can see within 30 feet of it. If the target can see the gnoll, the target must succeed on a {@dc 10} Wisdom saving throw against this magic or be {@condition charmed} by the gnoll. The {@condition charmed} target regards the gnoll as a trusted friend to be heeded and protected. Although the target isn't under the gnoll's control, it takes the gnoll's requests or actions in the most favorable way it can.", - "If the gnoll or the gnoll's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the gnoll is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." - ] - } - ], - "bonus": [ - { - "name": "Rampage", - "entries": [ - "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can move up to half its speed and make another attack." - ] - }, - { - "name": "Incite Rampage {@recharge 5}", - "entries": [ - "One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait." - ] - } - ], - "traitTags": [ - "Regeneration", - "Sunlight Sensitivity" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "OTH" - ], - "damageTags": [ - "N", - "P", - "S" - ], - "miscTags": [ - "MW", - "RCH", - "RNG", - "RW" - ], - "conditionInflict": [ - "charmed" - ] - }, - { - "name": "Hooded Pupil Ettin", - "source": "LM", - "page": 49, - "group": [ - "Hooded Pupil" - ], - "fluff": { - "_monsterFluff": { - "name": "Hooded Pupil Ettin", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NTR3CnT.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "giant", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 14, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 110, - "formula": "13d10 + 39" - }, - "speed": { - "walk": 40, - "fly": { - "number": 20, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 21, - "dex": 8, - "con": 17, - "int": 6, - "wis": 10, - "cha": 14, - "skill": { - "arcana": "+1", - "perception": "+6", - "religion": "+1" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 16, - "resist": [ - "cold", - "necrotic" - ], - "conditionImmune": [ - "exhaustion" - ], - "languages": [ - "Common", - "Giant", - "Orc" - ], - "cr": "5", - "spellcasting": [ - { - "name": "Innate Spellcasting", - "headerEntries": [ - "The ettin's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:" - ], - "will": [ - "{@spell ray of sickness}", - "{@spell toll the dead|XGE}" - ], - "daily": { - "1": [ - "{@spell bestow curse}" - ], - "2": [ - "{@spell animate dead}" - ] - }, - "ability": "cha" - } - ], - "trait": [ - { - "name": "Two Heads", - "entries": [ - "The ettin has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}." - ] - }, - { - "name": "Unholy Weapons", - "entries": [ - "The ettin's weapon attacks are magical. When the ettin hits with any weapon, the weapon deals an extra {@damage 2d6} necrotic damage (included in the attack)." - ] - }, - { - "name": "Wakeful", - "entries": [ - "When one of the ettin's heads is asleep, its other head is awake." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The ettin makes two attacks: one with its battleaxe and one with its morningstar." - ] - }, - { - "name": "Battleaxe", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage, and if the target is a Medium or smaller creature, its speed is reduced by 10 feet until the end of the ettin's next turn." - ] - }, - { - "name": "Morningstar", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage, and if the target is a Medium or smaller creature, the ettin can push it up to 5 feet away." - ] - } - ], - "bonus": [ - { - "name": "Drink Blood {@recharge 5}", - "entries": [ - "The ettin can suck or drink blood from the wounds of a creature within 5 feet of it that doesn't have all of its hit points. The creature must willing, {@condition grappled} by the ettin or one of its allies, {@condition incapacitated}, or {@condition restrained}. The target takes 14 ({@damage 4d6}) necrotic damage and suffers health drain equal to the damage taken, and the ettin regains hit points equal to the damage dealt." - ] - } - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "GI", - "O" - ], - "damageTags": [ - "N", - "P", - "S" - ], - "damageTagsSpell": [ - "I", - "N" - ], - "spellcastingTags": [ - "I" - ], - "miscTags": [ - "MW" - ], - "conditionInflictSpell": [ - "poisoned" - ] - }, - { - "name": "Mummified Ogre", - "source": "LM", - "page": 51, - "group": [ - "Mummified Creature" - ], - "fluff": { - "_monsterFluff": { - "name": "Mummified Ogre", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/tumblr_lgbfyekztJ1qak06uo1_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "L", - "E" - ], - "ac": [ - 8 - ], - "hp": { - "average": 85, - "formula": "10d10 + 30" - }, - "speed": { - "walk": 30 - }, - "str": 21, - "dex": 6, - "con": 16, - "int": 4, - "wis": 7, - "cha": 13, - "save": { - "wis": "+0" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 8, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "vulnerable": [ - "fire" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned" - ], - "languages": [ - "Common", - "Giant" - ], - "cr": "4", - "trait": [ - { - "name": "Powerful Blows", - "entries": [ - "When the mummy hits a Medium or smaller creature or object with a melee attack, the target must make a {@dc 15} Strength saving throw. On a failed save, the target is pushed up to 5 feet away from the mummy and is knocked {@condition prone}." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The mummy uses its Dreadful Glare and makes one melee attack." - ] - }, - { - "name": "Rotting Fist", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic." - ] - }, - { - "name": "Dreadful Glare", - "entries": [ - "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." - ] - } - ], - "bonus": [ - { - "name": "Destroy", - "entries": [ - "The mummy makes a melee attack against an object or structure." - ] - } - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "GI" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "frightened", - "paralyzed", - "prone" - ] - }, - { - "name": "Earth Necromental", - "source": "LM", - "page": 53, - "group": [ - "Necromental" - ], - "fluff": { - "_monsterFluff": { - "name": "Earth Necromental", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/d/de/Monster_-_Necromental.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 157, - "formula": "15d10 + 75" - }, - "speed": { - "walk": 30, - "burrow": 30 - }, - "str": 20, - "dex": 8, - "con": 20, - "int": 2, - "wis": 10, - "cha": 2, - "senses": [ - "darkvision 120 ft.", - "tremorsense 60 ft." - ], - "passive": 10, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "vulnerable": [ - "thunder" - ], - "conditionImmune": [ - "exhaustion", - "paralyzed", - "petrified", - "poisoned", - "unconscious" - ], - "languages": [ - "understands Terran but can't speak" - ], - "cr": "6", - "trait": [ - { - "name": "Create Spawn", - "entries": [ - "An elemental slain by the earth necromental rises as a necromental after 24 hours." - ] - }, - { - "name": "Earth Glide", - "entries": [ - "The earth necromental can burrow through nonmagical, unworked earth and stone. While doing so, the earth necromental doesn't disturb the material it moves through." - ] - }, - { - "name": "Life Draining Aura", - "entries": [ - "At the start of each of the earth necromental's turns, each creature within 15 feet of it must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage. A target also suffers health drain equal to the damage taken." - ] - }, - { - "name": "Siege Monster", - "entries": [ - "The earth necromental deals double damage to objects and structures." - ] - }, - { - "name": "Touch of Death", - "entries": [ - "When the earth necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The earth necromental 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." - ] - }, - { - "name": "Disrupt Life {@recharge 5}", - "entries": [ - "Each living creature within 15 feet of the earth necromental takes 22 ({@damage 4d10}) necrotic damage ({@dc 16} Constitution save for half)." - ] - } - ], - "traitTags": [ - "Siege Monster" - ], - "senseTags": [ - "SD", - "T" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "CS", - "T" - ], - "damageTags": [ - "B", - "N" - ], - "miscTags": [ - "AOE", - "MW", - "RCH" - ] - }, - { - "name": "Necropolitan Mage", - "source": "LM", - "page": 55, - "group": [ - "Necropolitan" - ], - "fluff": { - "_monsterFluff": { - "name": "Necropolitan Mage", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/iDdjriZ.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "A" - ], - "ac": [ - 12 - ], - "hp": { - "average": 49, - "formula": "9d8 + 9" - }, - "speed": { - "walk": 30 - }, - "str": 9, - "dex": 14, - "con": 13, - "int": 17, - "wis": 12, - "cha": 11, - "save": { - "con": "+4", - "int": "+6", - "wis": "+4", - "cha": "+3" - }, - "skill": { - "arcana": "+9", - "history": "+9" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 11, - "immune": [ - "cold", - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned" - ], - "languages": [ - "any four languages" - ], - "cr": "7", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "The necropolitan is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The necropolitan has the following wizard spells prepared:" - ], - "spells": { - "0": { - "spells": [ - "{@spell fire bolt}", - "{@spell mage hand}", - "{@spell prestidigitation}", - "{@spell toll the dead|XGE}" - ] - }, - "1": { - "slots": 4, - "spells": [ - "{@spell detect magic}", - "{@spell mage armor}", - "{@spell magic missile}", - "{@spell shield}" - ] - }, - "2": { - "slots": 3, - "spells": [ - "{@spell misty step}", - "{@spell ray of enfeeblement}" - ] - }, - "3": { - "slots": 3, - "spells": [ - "{@spell counterspell}", - "{@spell fireball}", - "{@spell fly}" - ] - }, - "4": { - "slots": 3, - "spells": [ - "{@spell blight}", - "{@spell dimension door}" - ] - }, - "5": { - "slots": 1, - "spells": [ - "{@spell cone of cold}" - ] - } - }, - "ability": "int" - } - ], - "trait": [ - { - "name": "Aversion of Radiance", - "entries": [ - "If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." - ] - }, - { - "name": "Clarity of Death", - "entries": [ - "The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "The necropolitan has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Negative Energy Absorption", - "entries": [ - "Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt." - ] - }, - { - "name": "Turn Resistance", - "entries": [ - "The necropolitan has advantage on saving throws against effects that turn undead." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Dagger", - "entries": [ - "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." - ] - } - ], - "traitTags": [ - "Damage Absorption", - "Magic Resistance", - "Turn Resistance", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "X" - ], - "damageTags": [ - "P" - ], - "damageTagsSpell": [ - "C", - "F", - "N", - "O" - ], - "spellcastingTags": [ - "CW" - ], - "miscTags": [ - "MW", - "RW", - "THW" - ] - }, - { - "name": "Bloodmote Cloud", - "source": "LM", - "page": 56, - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep pitch and accompanied by the sickly sweet aroma of blood." - ] - }, - "A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the appearance of a concentrated swarm of undead bloodsuckers is a calamity." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://66.media.tumblr.com/3ecac13841cc5ed8097dcf79886a5f52/tumblr_inline_ohkotg1zdD1rkapbx_400.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": { - "type": "undead", - "swarmSize": "T" - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 13, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 39, - "formula": "6d8 + 12" - }, - "speed": { - "walk": 10, - "fly": 50 - }, - "str": 3, - "dex": 14, - "con": 15, - "int": 2, - "wis": 8, - "cha": 4, - "senses": [ - "blindsight 10 ft.", - "darkvision 60 ft." - ], - "passive": 9, - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "immune": [ - "poison" - ], - "conditionImmune": [ - "charmed", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained", - "stunned" - ], - "cr": "6", - "trait": [ - { - "name": "Stench", - "entries": [ - "Any creature that starts its turn with the bloodmote cloud in its space must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the start of its next turn." - ] - }, - { - "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 mosquito. The swarm can't regain hit points or gain temporary hit points." - ] - } - ], - "action": [ - { - "name": "Blood Drain", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage plus 5 ({@damage 2d4}) necrotic damage, or 5 ({@damage 2d4}) piercing damage plus 2 ({@damage 1d4}) necrotic damage if the swarm is {@condition bloodied|LM}." - ] - } - ], - "senseTags": [ - "B", - "D" - ], - "damageTags": [ - "N", - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Swarm of Leeches", - "source": "LM", - "page": 57, - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "You look upon the horrific sight of a swarm of flesh-eating leeches. Moving in unison, each tiny leech has razor sharp teeth that would eat away at your skin if given the chance." - ] - }, - "Possessed with an insatiable hunger, a swarm of leeches constantly seeks a new creature to suck. The presence of a swarm of leeches is typically accompanied by a trail of dead bodies, each shriveled and devoid of any moisture or flesh." - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "beast", - "swarmSize": "T" - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - 10 - ], - "hp": { - "average": 22, - "formula": "5d8" - }, - "speed": { - "walk": 10, - "climb": 10 - }, - "str": 3, - "dex": 11, - "con": 10, - "int": 1, - "wis": 5, - "cha": 1, - "senses": [ - "blindsight 10 ft." - ], - "passive": 7, - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "conditionImmune": [ - "charmed", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained", - "stunned" - ], - "cr": "1/2", - "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 leech. The swarm can't regain hit points or gain temporary hit points." - ] - } - ], - "action": [ - { - "name": "Bites", - "entries": [ - "{@atk mw} {@hit 2} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm is {@condition bloodied|LM}. The target also takes 5 ({@damage 2d4}) necrotic damage ({@dc 10} Constitution save for half). As an exception to its Swarm trait, the swarm regains a number of hit points equal to half the amount of necrotic damage dealt." - ] - } - ], - "senseTags": [ - "B" - ], - "damageTags": [ - "N", - "P" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Swarm of Scorpions", - "source": "LM", - "page": 57, - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "Each scorpion in the swarm before you possesses a sharp stinger that would most certainly poison you to death given the chance." - ] - }, - "Swarms of scorpions are most often found in desert areas of the supernatural variety, and are often included as guardians alongside a magical tomb that houses mummies and a head mummy lord." - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "beast", - "swarmSize": "T" - }, - "alignment": [ - "U" - ], - "ac": [ - 12 - ], - "hp": { - "average": 24, - "formula": "7d8 - 7" - }, - "speed": { - "walk": 10 - }, - "str": 4, - "dex": 15, - "con": 8, - "int": 1, - "wis": 2, - "cha": 1, - "senses": [ - "blindsight 10 ft." - ], - "passive": 6, - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "conditionImmune": [ - "charmed", - "frightened", - "grappled", - "paralyzed", - "petrified", - "prone", - "restrained", - "stunned" - ], - "cr": "1/2", - "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 scorpion. The swarm can't regain hit points or gain temporary hit points." - ] - } - ], - "action": [ - { - "name": "Stings", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm is {@condition bloodied|LM}. The target also takes 4 ({@damage 1d8}) poison damage ({@dc 9} Constitution save for half)." - ] - } - ], - "senseTags": [ - "B" - ], - "damageTags": [ - "I", - "P" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Swarm of Tomb Motes", - "source": "LM", - "page": 58, - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "At a glance, the entity before you appears to be a shifting pile of dirt, bone, and rock. A closer inspection reveals that it is in fact a swarm of tiny, vaguely humanoid creatures that chitter in unison." - ] - }, - "While a single {@creature tomb mote|LM} doesn't pose much of a threat, an entire swarm of these mischievous undead can be enough to take down novice adventurers that aren't prepared to deal with their skittish behavior." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/0IRKErD.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": { - "type": "undead", - "swarmSize": "T" - }, - "alignment": [ - "C", - "E" - ], - "ac": [ - 13 - ], - "hp": { - "average": 27, - "formula": "5d8 + 5" - }, - "speed": { - "walk": 40 - }, - "str": 10, - "dex": 16, - "con": 13, - "int": 8, - "wis": 12, - "cha": 6, - "skill": { - "stealth": "+5" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 11, - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained", - "stunned" - ], - "cr": "2", - "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 tomb mote. The swarm can't regain hit points or gain temporary hit points." - ] - } - ], - "action": [ - { - "name": "Bites", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm is {@condition bloodied|LM}. If the target is a creature, it must make a {@dc 11} Constitution saving throw. On a failed save, the target is {@condition poisoned} until the end of the swarm's next turn. On a successful save, the target is immune to being {@condition poisoned} by any tomb mote for 24 hours." - ] - } - ], - "bonus": [ - { - "name": "Nimble Escape", - "entries": [ - "The swarm takes the Disengage or Hide action." - ] - } - ], - "senseTags": [ - "D" - ], - "damageTags": [ - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Swarm of Worms", - "source": "LM", - "page": 58, - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "A large wriggling mass of worms emerges from beneath the dirt, crawling up your leg and into your shoes and pants." - ] - }, - "Lurking beneath the dirt or on the walls, a swarm of worms can induce fear in the hearts of even the noblest of adventurers, especially when there are enough of them to overwhelm a victim's vision while eating away at its skin and flesh." - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "beast", - "swarmSize": "T" - }, - "alignment": [ - "U" - ], - "ac": [ - 12 - ], - "hp": { - "average": 31, - "formula": "7d8" - }, - "speed": { - "walk": 10, - "burrow": 10, - "climb": 10 - }, - "str": 2, - "dex": 15, - "con": 10, - "int": 1, - "wis": 2, - "cha": 1, - "senses": [ - "blindsight 10 ft.", - "gassive perception 6" - ], - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "conditionImmune": [ - "charmed", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained", - "stunned" - ], - "cr": "1", - "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 worm. The swarm can't regain hit points or gain temporary hit points." - ] - } - ], - "action": [ - { - "name": "Bites", - "entries": [ - "{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm is {@condition bloodied|LM}." - ] - }, - { - "name": "Plague of Worms", - "entries": [ - "Each creature in the swarm's space must succeed on a {@dc 12} Dexterity saving throw or take 5 ({@damage 2d4}) bludgeoning damage and be {@condition blinded} by the swarm until the end of the swarm's next turn." - ] - } - ], - "senseTags": [ - "B" - ], - "damageTags": [ - "B", - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "blinded" - ] - }, - { - "name": "Scorpion-Shifter Mummy", - "source": "LM", - "page": 59, - "group": [ - "Swarm-Shifter" - ], - "fluff": { - "_monsterFluff": { - "name": "Scorpion-Shifter Mummy", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://adrenalinarpg.files.wordpress.com/2009/09/swarm-shifter.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": { - "type": "undead", - "tags": [ - "shapechanger" - ] - }, - "alignment": [ - "L", - "E" - ], - "ac": [ - { - "ac": 11, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 58, - "formula": "9d8 + 18" - }, - "speed": { - "walk": { - "number": 20, - "condition": "(mummy form) or 10 ft. (swarm form)" - } - }, - "str": 16, - "dex": 8, - "con": 15, - "int": 6, - "wis": 10, - "cha": 12, - "save": { - "wis": "+2" - }, - "senses": [ - "darkvision 60 ft.; blindsight 10 ft. (swarm form only)" - ], - "passive": 10, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - }, - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "preNote": "magical", - "note": "(swarm form only)" - } - ], - "immune": [ - "necrotic", - "poison" - ], - "vulnerable": [ - "fire" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned", - "grappled", - "petrified", - "prone", - "restrained", - "stunned (swarm form only)" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "3", - "trait": [ - { - "name": "Mummy Rot", - "entries": [ - "When the mummy hits a creature with a melee attack, the attack deals an additional 10 ({@damage 3d6}) necrotic damage, and the target must succeed on a {@dc 12} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or similar magic." - ] - }, - { - "name": "Shapechanger", - "entries": [ - "The mummy can use its bonus action to polymorph into a swarm of undead scorpions. The mummy can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The mummy reverts to its true form if it dies or falls {@condition unconscious}. The mummy can revert to its true form using a bonus action on its turn.", - "While in its new form, the mummy retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks (such actions and traits are included in this stat block).", - "The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks." - ] - }, - { - "name": "Swarm (Swarm Form Only)", - "entries": [ - "The mummy can occupy another creature's space and vice versa, and the mummy can move through any opening large enough for a Tiny scorpion. The mummy can't regain hit points or gain temporary hit points." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The mummy uses its Dreadful Glare and makes one melee attack." - ] - }, - { - "name": "Rotting Fist (Mummy Form Only)", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage." - ] - }, - { - "name": "Bites (Swarm Form Only)", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the mummy's space. {@h}8 ({@damage 2d4 + 3}) piercing damage, or 5 ({@damage 1d4 + 3}) piercing damage if the mummy is {@condition bloodied|LM}. The target also takes 4 ({@damage 1d8}) poison damage ({@dc 12} Constitution save for half)." - ] - }, - { - "name": "Dreadful Glare", - "entries": [ - "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." - ] - } - ], - "traitTags": [ - "Shapechanger" - ], - "senseTags": [ - "B", - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "B", - "I", - "N", - "P" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "frightened", - "paralyzed" - ] - }, - { - "name": "Umbral Displacer Beast", - "source": "LM", - "page": 61, - "group": [ - "Umbral Creature" - ], - "fluff": { - "_monsterFluff": { - "name": "Umbral Displacer Beast", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/9ZFkOrz.png" - } - } - ] - }, - "variant": [ - { - "type": "inset", - "name": "Strength Drain", - "entries": [ - "If you find the Strength Drain feature to be too overbearing, consider using the alternative feature below.", - { - "type": "entries", - "entries": [ - { - "name": "Enfeebling Touch", - "type": "entries", - "entries": [ - "When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength." - ] - } - ] - } - ] - } - ], - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "L" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 14 - ], - "hp": { - "average": 85, - "formula": "10d10 + 30" - }, - "speed": { - "walk": 50 - }, - "str": 9, - "dex": 18, - "con": 16, - "int": 6, - "wis": 12, - "cha": 8, - "skill": { - "stealth": "+7" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 11, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "vulnerable": [ - "radiant" - ], - "conditionImmune": [ - "exhaustion", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained" - ], - "cr": "5", - "trait": [ - { - "name": "Amorphous", - "entries": [ - "The umbral displacer beast can move through a space as narrow as 1 inch wide without squeezing." - ] - }, - { - "name": "Avoidance", - "entries": [ - "If the umbral displacer beast is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." - ] - }, - { - "name": "Displacement", - "entries": [ - "The umbral displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the umbral displacer beast is {@condition incapacitated} or has a speed of 0." - ] - }, - { - "name": "Shadow Stealth", - "entries": [ - "While in dim light or darkness, the umbral displacer beast can take the Hide action as a bonus action. Its stealth bonus is also improved to +10." - ] - }, - { - "name": "Sunlight Weakness", - "entries": [ - "While in sunlight, the umbral displacer beast has disadvantage on attack rolls, ability checks, and saving throws." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The umbral displacer beast makes two attacks with its tentacles." - ] - }, - { - "name": "Withering Tentacle", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse {@dice 1d4} hours later." - ] - } - ], - "traitTags": [ - "Amorphous" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "damageTags": [ - "N" - ], - "miscTags": [ - "MW", - "RCH" - ] - }, - { - "name": "Uther Kyush", - "shortName": "Kyush", - "isNpc": true, - "isNamedCreature": true, - "source": "LM", - "page": 64, - "fluff": { - "entries": [ - "After Master Xilian, the most respected member of the {@cult Academy Necromica|LM|Academy} is Uther Kyush, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two {@creature spies|mm|spy} and five {@creature thug|mm|thugs} that are led by one {@creature veteran}. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human {@creature necromancer|VGM}." - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "high elf" - ] - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "{@item studded leather armor|phb}" - ] - } - ], - "hp": { - "formula": "12d8 + 24", - "average": 78 - }, - "speed": { - "walk": 30 - }, - "str": 11, - "dex": 16, - "con": 15, - "int": 14, - "wis": 15, - "cha": 12, - "save": { - "dex": "+7", - "int": "+6" - }, - "skill": { - "acrobatics": "+7", - "deception": "+5", - "sleight of hand": "+11", - "stealth": "+11" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 16, - "resist": [ - "necrotic", - "poison" - ], - "languages": [ - "Common", - "Elvish", - "Thieves' Cant" - ], - "cr": "10", - "trait": [ - { - "name": "Assassinate", - "entries": [ - "During his first turn, Kyush has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kyush scores against a surprised creature is a critical hit." - ] - }, - { - "name": "Evasion", - "entries": [ - "If Kyush is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." - ] - }, - { - "name": "Sneak Attack (1/Turn)", - "entries": [ - "Kyush deals an extra 14 ({@damage 4d6}) necrotic damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kyush that isn't {@condition incapacitated} and Kyush doesn't have disadvantage on the attack roll." - ] - }, - { - "name": "Fey Ancestry", - "entries": [ - "Kyush has advantage on saving throws against being {@condition charmed}, and magic can't put Kyush to sleep." - ] - }, - { - "name": "Potent Necromancy", - "entries": [ - "Whenever Kyush deals necrotic damage, he can reroll the damage dice and use either total." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Kyush makes two shortsword attacks." - ] - }, - { - "name": "Shortsword", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target takes 24 ({@damage 7d6}) poison damage (DC 16 Constitution save for half)." - ] - }, - { - "name": "Light Crossbow", - "entries": [ - "{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target takes 24 ({@damage 7d6}) poison damage (DC 16 Constitution save for half). If the saving throw fails by 5 or more, the target is also {@condition poisoned} until the end of its next turn. It also falls {@condition prone} and can't stand up while {@condition poisoned} in this way." - ] - }, - { - "name": "Mage Hand Legerdomain (Cantrip)", - "entries": [ - "Kyush casts the {@spell mage hand} cantrip, or he controls the hand if he already has one summoned. The spectral hand is {@condition invisible}, and in addition to its normal options, he can use it to stow one object into or retrieve one object from a container worn or carried by another creature, or to use {@item thieves' tools|phb} to pick locks and disarm traps at range. He can perform one of these tasks without being noticed by a creature if he succeeds on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check." - ] - } - ], - "bonus": [ - { - "name": "Cunning Action", - "entries": [ - "Kyush takes the {@action Dash}, {@action Disengage}, or {@action Hide} action." - ] - } - ], - "traitTags": [ - "Fey Ancestry", - "Sneak Attack" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "E" - ], - "damageTags": [ - "I", - "N", - "P" - ], - "miscTags": [ - "MW", - "RNG", - "RW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Godfrey", - "isNpc": true, - "isNamedCreature": true, - "source": "LM", - "page": 66, - "fluff": { - "entries": [ - "A bitter, nihilistic creature, Godfrey is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the {@cult Blood Scion Heresy|LM}. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey acts as a mobile controller and skirmisher in combat, and finds great pleasure in forcing even the most stoic and righteous heroes to beg for mercy." - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 161, - "formula": "19d8 + 76" - }, - "speed": { - "walk": 40 - }, - "str": 12, - "dex": 18, - "con": 18, - "int": 17, - "wis": 15, - "cha": 18, - "save": { - "dex": "+9", - "wis": "+7", - "cha": "+9" - }, - "skill": { - "perception": "+7", - "stealth": "+14", - "deception": "+9", - "acrobatics": "+9" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 17, - "resist": [ - "necrotic", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "languages": [ - "Abyssal", - "Common", - "Undercommon" - ], - "cr": "15", - "trait": [ - { - "name": "Legendary Resistance (3/Day)", - "entries": [ - "If Godfrey fails a saving throw, he can choose to succeed instead." - ] - }, - { - "name": "Regeneration", - "entries": [ - "Godfrey regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Godfrey takes radiant damage, this trait doesn't function at the start of his next turn." - ] - }, - { - "name": "Sunlight Hypersensitivity", - "entries": [ - "Godfrey takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks." - ] - }, - { - "name": "Lurker in Shadow", - "entries": [ - "While in darkness, Godfrey is {@condition invisible} to any creature that relies on darkvision to see him in that darkness." - ] - }, - { - "name": "Spider Climb", - "entries": [ - "Godfrey can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." - ] - }, - { - "name": "Blood Form", - "entries": [ - "Godfrey can move through a space as narrow as 1 inch wide without squeezing. He can also spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Godfrey makes three attacks, only one of which can be a bite attack." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d6 + 4}) slashing damage, and Godfrey {@condition grappled|phb|grapples} the target (escape {@dc 18}) if it is a creature and he has a hand free." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Godfrey, {@condition incapacitated}, or {@condition restrained}. {@h}22 ({@damage 4d8 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target suffers {@condition health drain|LM} equal to the necrotic damage taken, and Godfrey regains hit points equal to that amount. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Godfrey's control." - ] - } - ], - "bonus": [ - { - "name": "Shadow Stealth", - "entries": [ - "Godfrey takes the {@action Hide} action while in dim light or darkness." - ] - }, - { - "name": "Blood Storm {@recharge 5}", - "entries": [ - "Godfrey unleashes a storm of blood in an aura around him out to a radius of 20 feet. The storm lasts until the end of his next turn and lightly obscures the area. Until the end of Godfrey's next turn, he and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws." - ] - } - ], - "reaction": [ - { - "name": "Blood Call", - "entries": [ - "When a creature within 20 feet of Godfrey takes necrotic damage, Godfrey regains 20 hit points. Any excess healing is gained as temporary hit points." - ] - }, - { - "name": "Redirect Attack", - "entries": [ - "When a creature Godfrey can see targets him with an attack, Godfrey chooses an ally within 5 feet of him. The two creatures swap places, and the chosen ally becomes the target instead." - ] - } - ], - "legendaryHeader": [ - "Godfrey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Godfrey regains spent legendary actions at the start of his turn.", - "Whenever Godfrey takes a legendary action, he can also move up to half his speed without provoking opportunity attacks." - ], - "legendary": [ - { - "name": "Claw", - "entries": [ - "Godfrey makes one claw attack." - ] - }, - { - "name": "Control Blood", - "entries": [ - "Godfrey manipulates the blood of one creature he can see within 30 feet of him in order to control its movement. If it has blood, the target must make on a {@dc 17} Constitution saving throw. On a failed save, the target must use its reaction to move up to half its speed in a manner of Godfrey's choice." - ] - }, - { - "name": "Create Darkness", - "entries": [ - "Godfrey creates a 10-foot cube of magical darkness centered on a point he can see within 60 feet of him. The darkness disappears at the end of Godfrey's next turn." - ] - } - ], - "legendaryGroup": { - "name": "Vampire", - "source": "MM" - }, - "traitTags": [ - "Legendary Resistances", - "Regeneration", - "Spider Climb", - "Sunlight Sensitivity" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "AB", - "C", - "U" - ], - "damageTags": [ - "N", - "P", - "R", - "S" - ], - "miscTags": [ - "AOE", - "MW" - ] - }, - { - "name": "Cyranthus", - "isNpc": true, - "isNamedCreature": true, - "source": "LM", - "page": 68, - "fluff": { - "entries": [ - "Cyranthus is a cell leader of the {@cult Eyes of Vecna|LM} working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes {@creature thug|mm|thugs}, {@creature spy|mm|spies}, {@creature bard|vgm|bards}, a {@creature gladiator}, and a few {@creature guard|mm|guards}, as well as a pair of {@creature zombie} bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing." - ] - }, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "half-elf" - ] - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 15, - "from": [ - "{@item studded leather armor|phb}" - ] - } - ], - "hp": { - "average": 40, - "formula": "9d8" - }, - "speed": { - "walk": 30 - }, - "str": 11, - "dex": 16, - "con": 11, - "int": 12, - "wis": 17, - "cha": 14, - "save": { - "int": "+4", - "wis": "+6", - "cha": "+5" - }, - "skill": { - "history": "+7", - "arcana": "+4", - "religion": "+7", - "investigation": "+4", - "stealth": "+6", - "perception": "+6" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 16, - "languages": [ - "Common", - "Elvish", - "Primordial", - "Thieves' Cant" - ], - "cr": "6", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Cyranthus is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks. Cyranthus has the following cleric spells prepared:" - ], - "will": [ - "{@spell detect magic}", - "{@spell inflict wounds}", - "{@spell invisibility}" - ], - "daily": { - "2e": [ - "{@spell bestow curse}", - "{@spell command}", - "{@spell suggestion}" - ], - "1e": [ - "{@spell animate dead}", - "{@spell clairvoyance}", - "{@spell detect thoughts}" - ] - }, - "ability": "wis", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Fey Ancestry", - "entries": [ - "Cyranthus has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep." - ] - }, - { - "name": "Veil of Secrecy", - "entries": [ - "Cyranthus can't be targeted by any divination magic or perceived through magical scrying sensors." - ] - } - ], - "action": [ - { - "name": "Withering Curse (Cantrip)", - "entries": [ - "Cyranthus forces one creature he can see within 60 feet of him to make a {@dc 14} Charisma saving throw. On a failed save, the target takes 12 ({@damage 2d8 + 3}) necrotic damage and can't regain hit points until the start of Cyranthus's next turn." - ] - }, - { - "name": "Dagger", - "entries": [ - "{@atk mw} {@hit 6} to hi, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage." - ] - } - ], - "bonus": [ - { - "name": "Cunning Action", - "entries": [ - "Cyranthus takes the {@action Dash}, {@action Disengage}, or {@action Hide} action. " - ] - } - ], - "traitTags": [ - "Fey Ancestry" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "C", - "E", - "P" - ], - "damageTags": [ - "I", - "N", - "P" - ], - "spellcastingTags": [ - "CC" - ], - "miscTags": [ - "MW" - ] - }, - { - "name": "Tarek Duskwood", - "shortName": "Tarek", - "isNpc": true, - "isNamedCreature": true, - "source": "LM", - "page": 69, - "fluff": { - "entries": [ - "Tarek Duskwood is one of D'Milluhr's most competent and loyal minions within the {@cult Lurkers in Shadow|LM}. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful." - ] - }, - "hasFluff": true, - "size": [ - "S" - ], - "type": { - "type": "humanoid", - "tags": [ - "ghostwise halfling" - ] - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "{@item breastplate|phb}" - ] - } - ], - "hp": { - "formula": "19d6 + 38", - "average": 104 - }, - "speed": { - "walk": 25 - }, - "str": 14, - "dex": 20, - "con": 14, - "int": 10, - "wis": 10, - "cha": 10, - "save": { - "dex": "+8", - "int": "+3", - "str": "+5" - }, - "skill": { - "stealth": "+11", - "deception": "+6", - "insight": "+3", - "investigation": "+3", - "athletics": "+5" - }, - "passive": 10, - "languages": [ - "understands Common and Halfling but doesn't speak", - "telepathy 30 ft." - ], - "cr": "8", - "trait": [ - { - "name": "Deadly Critical", - "entries": [ - "Tarek scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice." - ] - }, - { - "name": "Slaughter (1/Turn)", - "entries": [ - "If Tarek makes a weapon attack with advantage on the attack roll and hits a creature with it, the target takes an additional 7 ({@damage 2d6}) damage. If the target is {@condition frightened}, {@condition incapacitated}, or surprised, the attack also becomes a critical hit." - ] - }, - { - "name": "Ambusher", - "entries": [ - "Tarek has advantage on attack rolls against any creature they have surprised." - ] - }, - { - "name": "Unwavering Seeker", - "entries": [ - "Tarek can't be compelled to act in a manner that would interfere with their goals." - ] - }, - { - "name": "Deathly Insight", - "entries": [ - "When Tarek kills a creature or scores a critical hit against it, they magically learn one fact or secret about the target." - ] - }, - { - "name": "Indomitable (3/Day)", - "entries": [ - "Tarek rerolls a failed saving throw. They must use the new roll." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Tarek makes two melee attacks." - ] - }, - { - "name": "Shortsword", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target takes 14 ({@damage 4d6}) poison damage (DC 15 Constitution save for half)." - ] - }, - { - "name": "Light Crossbow", - "entries": [ - "{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage, and the target takes 14 ({@damage 4d6}) poison damage (DC 15 Constitution save for half)." - ] - } - ], - "bonus": [ - { - "name": "Shadow Stealth", - "entries": [ - "Tarek takes the {@action Hide} action while in dim light or darkness." - ] - }, - { - "name": "Cloak of Shadows {@recharge 6}", - "entries": [ - "Tarek becomes {@condition invisible} until the start of their next turn. This invisibility ends early if they make an attack or damage roll." - ] - } - ], - "traitTags": [ - "Ambusher" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "H", - "TP" - ], - "damageTags": [ - "I", - "P" - ], - "miscTags": [ - "MW", - "RNG", - "RW" - ], - "conditionInflict": [ - "frightened", - "incapacitated" - ] - }, - { - "name": "Tival", - "isNpc": true, - "isNamedCreature": true, - "source": "LM", - "page": 71, - "fluff": { - "entries": [ - { - "type": "entries", - "entries": [ - "Tival was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the {@cult Minions of the Skull|LM} for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.", - { - "type": "entries", - "entries": [ - { - "name": "Half-Dead Nature", - "type": "entries", - "entries": [ - "Tival doesn't require air, food, drink, or sleep." - ] - } - ] - } - ] - } - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "half-orc" - ] - }, - "alignment": [ - "C", - "N" - ], - "ac": [ - { - "ac": 16, - "from": [ - "{@item breastplate|phb}" - ] - } - ], - "hp": { - "formula": "9d8 + 18", - "average": 58 - }, - "speed": { - "walk": 30 - }, - "str": 16, - "dex": 14, - "con": 15, - "int": 12, - "wis": 17, - "cha": 10, - "save": { - "wis": "+5", - "dex": "+4" - }, - "skill": { - "nature": "+3", - "survival": "+5", - "athletics": "+5", - "perception": "+7" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 17, - "languages": [ - "Common", - "Orc" - ], - "cr": "4", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Tival is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}). Tival knows the following ranger spells:" - ], - "will": [ - "{@spell alarm}", - "{@spell ensnaring strike}" - ], - "daily": { - "2e": [ - "{@spell fog cloud}", - "{@spell lesser restoration}" - ], - "1e": [ - "{@spell fear}", - "{@spell pass without trace}" - ] - }, - "ability": "wis", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Rejuvenation", - "entries": [ - "Tival's body and her equipment turn to dust when she drops to 0 hit points. If her master isn't destroyed, Tival gains a new body after {@dice 1d10} days, regaining all of her hit points and equipment and becoming active again. The new body appears within 1 mile of Tival's master." - ] - }, - { - "name": "Decayed Flesh", - "entries": [ - "A creature that touches Tival or hits her with a melee attack while within 5 feet of her takes 5 ({@damage 1d10}) necrotic damage." - ] - }, - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces Tival to 0 hit points, she 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, Tival drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Tival makes two longsword attacks. If she has a shortsword drawn, she can also make a shortsword attack." - ] - }, - { - "name": "Longsword", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands." - ] - }, - { - "name": "Shortsword", - "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." - ] - }, - { - "name": "Heavy Crossbow", - "entries": [ - "{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage." - ] - } - ], - "bonus": [ - { - "name": "Lightfooted", - "entries": [ - "Tival takes the {@action Dash} or {@action Disengage} action." - ] - } - ], - "traitTags": [ - "Rejuvenation", - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "C", - "O" - ], - "damageTags": [ - "N", - "P", - "S" - ], - "spellcastingTags": [ - "CR" - ], - "miscTags": [ - "MW", - "RNG", - "RW" - ] - }, - { - "name": "Marys", - "isNpc": true, - "isNamedCreature": true, - "source": "LM", - "page": 72, - "fluff": { - "entries": [ - "Marys is a new member of the {@cult Ruby Order|LM}, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic \"binges\", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters." - ] - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "human" - ] - }, - "alignment": [ - "N" - ], - "ac": [ - { - "ac": 15, - "from": [ - "Divine Protection" - ] - } - ], - "hp": { - "formula": "10d8 + 20", - "average": 65 - }, - "speed": { - "walk": 30 - }, - "str": 11, - "dex": 12, - "con": 14, - "int": 13, - "wis": 18, - "cha": 14, - "save": { - "wis": "+7", - "cha": "+5" - }, - "skill": { - "religion": "+4", - "deception": "+5", - "history": "+4", - "persuasion": "+5" - }, - "passive": 14, - "languages": [ - "Common" - ], - "cr": "5", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Marys is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Marys has the following cleric spells prepared:" - ], - "will": [ - "{@spell bane}", - "{@spell chill touch}", - "{@spell inflict wounds}" - ], - "daily": { - "3e": [ - "{@spell blindness/deafness}", - "{@spell darkness}", - "{@spell spiritual weapon}" - ], - "2e": [ - "{@spell bestow curse}", - "{@spell cloudkill}", - "{@spell contagion}" - ], - "1e": [ - "{@spell augury}", - "{@spell ghoul gauntlet|LM} (see \"Actions\" below)" - ] - }, - "ability": "wis", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Divine Protection", - "entries": [ - "While Marys is wearing no armor and wielding no shield, her AC includes her Wisdom modifier." - ] - } - ], - "action": [ - { - "name": "Dagger", - "entries": [ - "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 7 ({@damage 2d6}) necrotic damage." - ] - }, - { - "name": "Ghoul Gauntlet (5th-Level Spell; 1/Day)", - "entries": [ - "{@atk ms} {@hit 7} to hit, reach 5 ft., one humanoid. {@h} The target is {@condition poisoned} for 1 minute as it begins to transform into a ravening, flesh-eating ghoul. At the end of each of the {@condition poisoned} target's turns, it must make a {@dc 15} Constitution saving throw. On a failed save, the target takes 14 ({@damage 4d6}) necrotic damage. If the target succeeds on three of these saves, it is no longer {@condition poisoned}, and the spell ends. The spell can also be ended early by the {@spell greater restoration}, {@spell heal}, and {@spell remove curse} spells.", - "If the target is reduced to 0 hit points while {@condition poisoned} by this spell, it dies and rises at the start of Marys's next turn as a {@creature ghoul} that is under her command, following her verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours." - ] - } - ], - "reaction": [ - { - "name": "Rebuke the Unlawful", - "entries": [ - "When a creature within 30 feet of Marys that she can see hits her with an attack, that creature must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes necrotic damage equal to the damage dealt by its attack. On a successful save, it takes half that damage." - ] - } - ], - "languageTags": [ - "C" - ], - "damageTags": [ - "N", - "P" - ], - "spellcastingTags": [ - "CC" - ], - "miscTags": [ - "MW", - "RW", - "THW" - ], - "conditionInflict": [ - "poisoned" - ] - }, - { - "name": "Dregoth (Kaisharga Form)", - "shortName": "Dregoth", - "type": "undead", - "source": "LM", - "page": 75, - "group": [ - "Dregoth" - ], - "fluff": { - "_monsterFluff": { - "name": "Dregoth", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/7VmZRI0.png" - } - } - ] - }, - "hasFluff": true, - "legendaryGroup": { - "name": "Dregoth", - "source": "LM" - }, - "size": [ - "M" - ], - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "formula": "26d8 + 182", - "average": 299 - }, - "speed": { - "walk": 30, - "fly": 30 - }, - "str": 18, - "dex": 20, - "con": 25, - "int": 27, - "wis": 22, - "cha": 26, - "passive": 16, - "cr": "26", - "senses": [ - "blindsight 30 ft.", - "darkvision 120 ft." - ], - "senseTags": [ - "B", - "SD" - ], - "languages": [ - "all", - "telepathy 30 ft." - ], - "languageTags": [ - "XX", - "TP" - ], - "save": { - "con": "+15", - "wis": "+14", - "cha": "+16" - }, - "skill": { - "arcana": "+24", - "history": "+24", - "medicine": "+14", - "religion": "+24" - }, - "isNamedCreature": true, - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned" - ], - "immune": [ - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "resist": [ - "cold", - "fire", - "lightning", - "necrotic" - ], - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Dregoth is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 24}). Dregoth has the following spells prepared, and can cast them without components:" - ], - "constant": [ - "{@spell eyebite}", - "{@spell nondetection}" - ], - "will": [ - "{@spell command} (5th level)", - "{@spell disguise self}", - "{@spell misty step}" - ], - "daily": { - "3e": [ - "{@spell cone of cold}", - "{@spell counterspell}", - "{@spell dispel magic}" - ], - "2e": [ - "{@spell create undead} (9th level)", - "{@spell dominate person}", - "{@spell scrying}" - ], - "1e": [ - "{@spell feeblemind}", - "{@spell incendiary cloud}", - "{@spell power word kill}" - ] - }, - "ability": "int", - "type": "spellcasting" - } - ], - "spellcastingTags": [ - "O" - ], - "damageTagsSpell": [ - "C", - "F", - "Y" - ], - "trait": [ - { - "name": "Weakening Aura (5th-Level Spell)", - "entries": [ - "Dregoth creates an aura of negative energy that weakens the life force of nearby creatures. Living creatures of Dregoth's choice within 30 feet of him can't regain hit points and have disadvantage on death saving throws, saving throws against {@condition exhaustion|PHB}, and saving throws against effects that would reduce their hit point maximum." - ] - }, - { - "name": "Immutable Form", - "entries": [ - "Dregoth is immune to any spell or effect that would alter his form." - ] - }, - { - "name": "Turn Immunity", - "entries": [ - "Dregoth is immune to effects that turn undead." - ] - }, - { - "name": "Incomplete Apotheosis (Mythic Trait; 1/Day)", - "entries": [ - "When Dregoth drops to 0 hit points, or if he takes an action to do this early, his body undergoes a horrific transformation into his {@creature Dregoth (Dragon Form)|LM|dragon form} instead of dying or falling {@condition unconscious}. He transforms back to his kaisharga form after 1 hour." - ] - }, - { - "name": "Rejuvenation", - "entries": [ - "Dregoth's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Dregoth gains a new body in his kaisharga form after three days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Dregoth's phylactery." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "Dregoth has advantage on saving throws against spells and other magical effects." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Dregoth makes three Pain Lash attacks. He can replace one of them with the use of Paralyzing Touch." - ] - }, - { - "name": "Pain Lash", - "entries": [ - "{@atk ms} {@hit +13} to hit, reach 30 ft., one creature. {@h} 14 ({@damage 4d6}) necrotic damage plus 14 ({@damage 4d6}) psychic damage. If the attack roll had advantage or was a critical hit, the target also has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of its next turn." - ] - }, - { - "name": "Paralyzing Touch", - "entries": [ - "{@atk ms} {@hit +13} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 24} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." - ] - }, - { - "name": "Supreme Defiling {@recharge 4}", - "entries": [ - "Dregoth draws the moisture from every living creature in a 30-foot cube centered on a point he chooses within 150 feet of him. Each target takes 54 ({@damage 12d8}) necrotic damage ({@dc 24} Constitution save for half). On a failed save, a creature is also {@condition poisoned} until the end of Dregoth's next turn.", - "Plants and water elementals make this saving throw with disadvantage. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly, and any water in the area is instantly destroyed." - ] - } - ], - "conditionInflict": [ - "paralyzed", - "poisoned", - "prone" - ], - "damageTags": [ - "C", - "N", - "Y" - ], - "miscTags": [ - "RCH", - "AOE" - ], - "actionTags": [ - "Multiattack" - ], - "traitTags": [ - "Immutable Form", - "Magic Resistance", - "Rejuvenation", - "Turn Immunity" - ], - "bonus": [ - { - "name": "Drain Moisture (5th-Level Spell)", - "entries": [ - "Dregoth chooses a point he can see within 60 feet of him. Each living creature within 10 feet of the point takes 14 ({@damage 4d6}) necrotic damage ({@dc 24} Constitution saving throw for half). On a failed save, Dregoth also gains 5 temporary hit points." - ] - }, - { - "name": "Psychic Cleanse", - "entries": [ - "Dregoth uses psionics to end one condition on himself, even if he is {@condition incapacitated}." - ] - } - ], - "legendaryHeader": [ - "Dregoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dregoth regains spent legendary actions at the start of his turn." - ], - "legendary": [ - { - "name": "Telekinetic Movement", - "entries": [ - "Dregoth uses psionics to telekinetically move himself or one creature of his choice within 30 feet of him up to 30 feet in a straight line horizontally. An unwilling target can resist this with a successful {@dc 24} Strength saving throw." - ] - }, - { - "name": "Defiling Gaze", - "entries": [ - "One living creature Dregoth can see within 90 feet of him takes 30 ({@damage 4d10 + 8}) necrotic damage ({@dc 24} Charisma save for half). On a failed save, the target's speed is halved, and if the save fails by 5 or more, the target also falls {@condition prone} and can't stand up until the end of Dregoth's next turn." - ] - }, - { - "name": "Attack", - "entries": [ - "Dregoth makes one melee attack." - ] - }, - { - "name": "Cast a Spell (Costs 2 Actions)", - "entries": [ - "Dregoth casts a spell or uses an action from {@spell eyebite}." - ] - } - ], - "reaction": [ - { - "name": "Telekinetic Backlash", - "entries": [ - "In response to taking damage from a melee attack, Dregoth can push the attacker up to 30 feet away from him ({@dc 24} Strength save for half distance)." - ] - }, - { - "name": "Feed on Death", - "entries": [ - "When a creature within 60 feet of Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit points." - ] - } - ] - }, - { - "name": "Dregoth (Dragon Form)", - "shortName": "Dregoth", - "source": "LM", - "page": 76, - "group": [ - "Dregoth" - ], - "fluff": { - "_monsterFluff": { - "name": "Dregoth", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/FsBe8g1.png" - } - } - ] - }, - "hasFluff": true, - "legendaryGroup": { - "name": "Dregoth", - "source": "LM" - }, - "size": [ - "G" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 22, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "formula": "28d20 + 252", - "average": 546 - }, - "speed": { - "walk": 40, - "fly": 60, - "climb": 40 - }, - "str": 30, - "dex": 20, - "con": 28, - "int": 27, - "wis": 22, - "cha": 26, - "save": { - "dex": "+13", - "con": "+17", - "wis": "+14", - "cha": "+16", - "int": "+16", - "str": "+18" - }, - "skill": { - "perception": "+14", - "intimidation": "+24", - "arcana": "+24", - "history": "+24", - "medicine": "+14", - "religion": "+24", - "athletics": "+18" - }, - "senses": [ - "truesight 120 ft." - ], - "passive": 24, - "immune": [ - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "languages": [ - "all", - "telepathy 120 ft." - ], - "cr": "28", - "trait": [ - { - "name": "Draconic Might", - "entries": [ - "Dregoth's weapon attacks are magical and deal double damage to objects and structures. When he hits a target with a melee attack, if the attack roll meets or exceeds the target's passive Strength ({@skill Athletics}) score, Dregoth can push it up to 10 feet away." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "Dregoth has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Immutable Form", - "entries": [ - "Dregoth is immune to any spell or effect that would alter his form." - ] - }, - { - "name": "Shared Traits", - "entries": [ - "Dregoth has the same Rejuvenation and Spellcasting traits as his {@creature Dregoth (Kaisharga Form)|LM|kaisharga form}." - ] - }, - { - "name": "Mind Defiler", - "entries": [ - "Living creatures of Dregoth's choice within 30 feet of him have disadvantage on Intelligence, Wisdom, and Charisma saving throws. Undead allies of his choice in the area gain advantage instead." - ] - }, - { - "name": "Turn Immunity", - "entries": [ - "Dregoth is immune to effects that turn undead." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Dregoth makes three attacks: one with his bite and two with his claws." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) necrotic damage." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}), {@condition restrained}, and has disadvantage on Constitution saving throws until this grapple ends. Dregoth can have only one creature {@condition grappled} this way at a time." - ] - }, - { - "name": "Defiling Breath {@recharge 5}", - "entries": [ - "Dregoth exhales defiling energy in a 90-foot cone. Each living creature in that area takes 88 ({@damage 16d10}) necrotic damage ({@dc 24} Constitution save for half). On a failed save, a creature is also {@condition poisoned} until the end of Dregoth's next turn.", - "Water elementals, plants, and plant creatures in the area wither and die instantly, and any water in the area is instantly destroyed. Furthermore, any surfaces hit by this defiling breath become {@hazard desecrated ground} for 1 minute. Undead other than Dregoth that stand on this desecrated ground have advantage on all saving throws." - ] - } - ], - "legendary": [ - { - "name": "Nightmare Travel", - "entries": [ - "Dregoth becomes incorporeal and flies up to half his flying speed (without provoking opportunity attacks), allowing him to pass through creature's spaces. Each creature he moves through the space of takes 14 ({@damage 4d6}) force damage, and is knocked {@condition prone} if it is Huge or smaller." - ] - }, - { - "name": "Psychic Crush (Costs 2 Actions)", - "entries": [ - "Dregoth creates a 20-foot cube of psychic energy centered on a point within 60 feet of him. Each creature in that area takes 17 ({@damage 5d6}) psychic damage ({@dc 24} Intelligence save for half). On a failed save, a creature is also {@condition stunned} until the end of Dregoth's next turn." - ] - }, - { - "name": "Cast a Spell (Costs 2 Actions)", - "entries": [ - "Dregoth casts a spell or uses an action from {@spell eyebite}." - ] - } - ], - "senseTags": [ - "U" - ], - "actionTags": [ - "Breath Weapon", - "Multiattack" - ], - "languageTags": [ - "XX", - "TP" - ], - "damageTags": [ - "B", - "N", - "O", - "P", - "S", - "Y" - ], - "miscTags": [ - "MW", - "RCH", - "AOE" - ], - "conditionInflict": [ - "frightened", - "grappled", - "poisoned", - "prone", - "restrained", - "stunned" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "poisoned" - ], - "traitTags": [ - "Immutable Form", - "Magic Resistance", - "Turn Immunity" - ], - "dragonAge": "greatwyrm", - "damageTagsLegendary": [ - "B", - "L" - ], - "isNamedCreature": true, - "resist": [ - "cold", - "fire", - "lightning", - "necrotic" - ], - "legendaryHeader": [ - "Dregoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dregoth regains spent legendary actions at the start of his turn." - ], - "bonus": [ - { - "name": "Aura of Fear", - "entries": [ - "Each creature of Dregoth's choice that is within 120 feet of him and aware of him must succeed on a {@dc 24} Wisdom saving throw against psionics or become {@condition frightened} for 1 minute (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to Dregoth's Aura of Fear for the next 24 hours." - ] - }, - { - "name": "Psychic Cleanse", - "entries": [ - "Dregoth uses psionics to end one condition on himself, even if he is {@condition incapacitated}." - ] - }, - { - "name": "Telekinetic Slide", - "entries": [ - "Dregoth uses psionics to telekinetically move any number of creatures within 60 feet of him. Each target is moved up to 20 feet in a direction of Dregoth's choice ({@dc 24} Strength save for half distance if unwilling)." - ] - } - ], - "reaction": [ - { - "name": "Tail Riposte", - "entries": [ - "In response to a creature hitting Dregoth with an attack or provoking an opportunity attack from him, Dregoth can make the following tail attack against the creature.", - "{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 27} Strength saving throw or be knocked {@condition prone}." - ] - }, - { - "name": "Feed on Death", - "entries": [ - "When a creature within 60 feet of Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit points. If the creature dies and isn't undead, it rises as a {@creature zombie} in the same space that acts on the original creature's initiative count." - ] - } - ] - }, - { - "name": "Absalom", - "isNamedCreature": true, - "source": "LM", - "page": 77, - "group": [ - "Dregoth" - ], - "fluff": { - "_monsterFluff": { - "name": "Absalom", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/2wF26RC.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": { - "type": "undead", - "tags": [ - "dray" - ] - }, - "alignment": [ - "L", - "E" - ], - "ac": [ - { - "ac": 19, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 195, - "formula": "23d8 + 92" - }, - "speed": { - "walk": 40, - "fly": { - "number": 40, - "condition": "(Limited Flight)" - } - }, - "str": 15, - "dex": 20, - "con": 18, - "int": 15, - "wis": 17, - "cha": 20, - "save": { - "con": "+10", - "wis": "+9", - "dex": "+11", - "cha": "+11" - }, - "skill": { - "arcana": "+14", - "history": "+8", - "perception": "+9", - "religion": "+14", - "persuasion": "+11", - "deception": "+11" - }, - "passive": 19, - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "all ({@spell tongues})" - ], - "cr": "18", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Absalom's spellcasting ability is Charisma (spell save {@dc 20}). He has the following templar spells prepared:" - ], - "constant": [ - "{@spell find familiar}", - "{@spell tongues}" - ], - "will": [ - "{@spell command} (3rd level)", - "{@spell darkness}", - "{@spell hex}" - ], - "rest": { - "1e": [ - "{@spell animate dead}", - "{@spell circle of power}", - "{@spell disguise self}" - ], - "2e": [ - "{@spell protection from energy}", - "{@spell stinking cloud}", - "{@spell wall of sand|XGE}" - ] - }, - "ability": "cha", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Aura of Despair", - "entries": [ - "Absalom emanates an aura of hopelessness and sorrow. Hostile, living creatures within 30 feet of Absalom suffer a -3 penalty on attack rolls and ability checks, provided that he isn't {@condition incapacitated}." - ] - }, - { - "name": "Limited Flight", - "entries": [ - "Absalom has a flying speed equal to his current walking speed. This benefit works only in short bursts; he fall if he ends his turn in the air and nothing else is holding him aloft." - ] - }, - { - "name": "Psionic Resilience", - "entries": [ - "Absalom gains 5 temporary hit points at the start of each of his turns if he has at least 1 hit point and isn't {@condition incapacitated}." - ] - }, - { - "name": "Immortal Will", - "entries": [ - "If damage reduces Absalom to 0 hit points, he must make a Charisma saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Absalom drops to 1 hit point instead." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Absalom makes two attacks." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage." - ] - }, - { - "name": "Grave Bolt (Cantrip)", - "entries": [ - "{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}22 ({@damage 4d10}) necrotic damage, or 26 ({@damage 4d12}) necrotic damage if the target is a plant or plant creature." - ] - }, - { - "name": "Unmaking Breath {@recharge 5}", - "entries": [ - "Absalom exhales destructive psionic energy in a 60-foot cone. Each living creature in the area takes 27 ({@damage 5d10}) necrotic damage plus 27 ({@damage 5d10}) psychic damage ({@dc 19} Charisma save for half). If the save fails by 5 or more, a creature also suffers disadvantage on Strength, Dexterity, and Constitution saves until the end of his next turn." - ] - } - ], - "legendary": [ - { - "name": "Baleful Teleport", - "entries": [ - "Absalom uses psionics to target one hostile creature he can see within 60 feet of him. The target must make a {@dc 20} Charisma saving throw. On a failed save, Absalom can teleport the target to an unoccupied space that he can see within 15 feet of the target. That space must be on the ground or on a floor." - ] - }, - { - "name": "Attack", - "entries": [ - "Absalom makes an attack with his claw or Grave Bolt." - ] - }, - { - "name": "Spellcasting (Costs 2 Actions)", - "entries": [ - "Absalom casts a spell." - ] - } - ], - "actionTags": [ - "Breath Weapon", - "Multiattack" - ], - "languageTags": [ - "XX" - ], - "damageTags": [ - "N", - "S", - "Y" - ], - "damageTagsSpell": [ - "N" - ], - "spellcastingTags": [ - "O" - ], - "miscTags": [ - "MW", - "AOE" - ], - "senses": [ - "darkvision 60 ft." - ], - "senseTags": [ - "D" - ], - "legendaryHeader": [ - "Absalom can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Absalom regains spent legendary actions at the start of his turn." - ], - "bonus": [ - { - "name": "Enfeebling Smite", - "entries": [ - "When Absalom hits a creature with a melee attack on his turn, he can use this ability to deal an additional 13 ({@damage 2d12}) necrotic damage to the target ({@dc 19} Constitution save for half). On a failed save, the target also deals only have damage with weapon attacks until the end of Absalom's next turn." - ] - }, - { - "name": "Psychic Leadership", - "entries": [ - "Absalom uses psionics to aid five allies he can see within 60 feet of him. Until the end of his next turn, the targets can add a {@dice d8} to their attack rolls, ability checks, and saving throws." - ] - }, - { - "name": "Spirit Siphon", - "entries": [ - "Absalom assaults the mind of a creature within 60 feet of him, dealing 11 ({@damage 2d10}) psychic damage to it ({@dc 20} Charisma save for half). On a failed save, the target's speed is also halved until the end of Absalom's next turn. Absalom or one ally of his choice within 60 feet of him gains temporary hit points equal to the damage dealt." - ] - } - ], - "bonusHeader": [ - "Absalom can't use the same bonus action two rounds in a row." - ], - "immune": [ - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "resist": [ - "necrotic", - "poison", - "psychic" - ] - }, - { - "name": "Kas", - "isNamedCreature": true, - "source": "LM", - "page": 80, - "group": [ - "Kas" - ], - "fluff": { - "_monsterFluff": { - "name": "Kas", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/exLJQpK.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "L", - "E" - ], - "ac": [ - { - "ac": 20, - "from": [ - "{@item plate armor|phb|plate}, {@item shield|PHB}" - ] - } - ], - "hp": { - "formula": "26d8 + 156", - "average": 273 - }, - "speed": { - "walk": 40, - "climb": 40 - }, - "str": 22, - "dex": 16, - "con": 22, - "int": 16, - "wis": 17, - "cha": 23, - "save": { - "str": "+13", - "dex": "+10", - "con": "+13", - "wis": "+10" - }, - "skill": { - "athletics": "+20", - "intimidation": "+20", - "insight": "+10", - "perception": "+17" - }, - "senses": [ - "darkvision 300 ft." - ], - "passive": 27, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned", - "unconscious" - ], - "languages": [ - "all" - ], - "cr": "23", - "trait": [ - { - "name": "Martial Superiority (Mythic Trait; Once Per Rest)", - "entries": [ - "If Kas is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points, and for 1 hour, Kas can take 5 legendary actions each round instead of 3, has his speed doubled, and has advantage on ability checks." - ] - }, - { - "name": "Charge", - "entries": [ - "If Kas moves at least 20 feet straight towards a creature and then hits it with a melee attack on the same turn, that target must succeed on a {@dc 18} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}." - ] - }, - { - "name": "Unstoppable", - "entries": [ - "Kas can end one condition on himself at the start of each of his turns." - ] - }, - { - "name": "Deadly Critical", - "entries": [ - "Kas scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice." - ] - }, - { - "name": "Spider Climb", - "entries": [ - "Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." - ] - }, - { - "name": "Sunlight Sensitivity", - "entries": [ - "Kas takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks." - ] - }, - { - "name": "Regeneration", - "entries": [ - "Kas regains 20 hit points at the start of his turn if it has at least 1 hit point. If Kas takes radiant damage, this trait doesn't function at the start of his next turn." - ] - }, - { - "name": "Devil's Sight", - "entries": [ - "Magical darkness doesn't impede Kas's darkvision." - ] - }, - { - "name": "Special Equipment", - "entries": [ - "Kas wields an {@i unholy avenger} longsword, a twisted variant of a {@item holy avenger longsword|DMG|holy avenger} that he wields especially well (accounted for in his statistics).", - "While wielding the {@i unholy avenger}, Kas and allies within 30 feet of him have advantage on saving throws against spells and other magical effects." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Kas makes three melee attacks. Alternatively, he makes one melee attack against each creature and object of his choice within his reach." - ] - }, - { - "name": "Unholy Avenger", - "entries": [ - "{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d8 + 9}) magical slashing damage plus 11 ({@damage 2d10}) necrotic damage." - ] - }, - { - "name": "Blood Drain", - "entries": [ - "{@atk mw} {@hit 13} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Kas, {@condition incapacitated}, or {@condition restrained}. {@h} 15 ({@damage 2d8 + 6}) piercing damage plus 21 ({@damage 6d6}) necrotic damage. The target suffers {@condition health drain|LM} equal to the necrotic damage taken, and Kas regains hit points equal to that amount. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Kas's control." - ] - } - ], - "legendary": [ - { - "name": "Move", - "entries": [ - "Kas moves up to half his speed without provoking opportunity attacks." - ] - }, - { - "name": "Attack (Costs 2 Actions)", - "entries": [ - "Kas makes one melee attack." - ] - }, - { - "name": "Spellcasting (Costs 2 Actions)", - "entries": [ - "Kas casts {@spell charm person}, {@spell command}, {@spell dispel magic}, or {@spell gaseous form} at 3rd level, or at 5th level while his mythic trait is active. His spellcasting ability is Charisma (spell save {@dc 21})." - ] - } - ], - "traitTags": [ - "Charge", - "Devil's Sight", - "Regeneration", - "Spider Climb", - "Sunlight Sensitivity" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "XX" - ], - "damageTags": [ - "N", - "P", - "R", - "Y" - ], - "miscTags": [ - "MW" - ], - "conditionInflict": [ - "frightened", - "prone" - ], - "immune": [ - "necrotic", - "poison" - ], - "legendaryGroup": { - "name": "Kas", - "source": "LM" - }, - "legendaryHeader": [ - "Kas can take 3 legendary actions, or 5 legendary actions while his mythic trait is active, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kas regains spent legendary actions at the start of his turn." - ], - "bonus": [ - { - "name": "Brawler", - "entries": [ - "Kas attempts to {@action shove} one creature within his reach, and counts as a Huge creature for the purpose of doing so. He can attempt a {@action grapple} instead if he has a hand free." - ] - }, - { - "name": "Kas's Challenge", - "entries": [ - "When Kas hits a creature with a melee attack on his turn, he can use this ability to mark them for 1 minute, until he is {@condition incapacitated} or dies, or until he uses this ability again. While marked, the target has disadvantage on all attack rolls against targets other than Kas until the end of Kas's next turn." - ] - }, - { - "name": "Terrifying Smite {@recharge 5}", - "entries": [ - "When Kas hits a creature with a melee attack on his turn, he can use this ability to deal an additional 14 ({@damage 4d6}) psychic damage to the target ({@dc 21} Charisma save for half). On a failed save, the target is also {@condition frightened} and has its speed halved until the end of its next turn." - ] - } - ], - "reactionHeader": [ - "Kas can take one reaction on every turn in combat." - ], - "reaction": [ - { - "name": "Brace", - "entries": [ - "When a creature moves into Kas's reach, Kas can make one melee attack against it, or he can use his Brawler ability against it." - ] - }, - { - "name": "Scornful Rebuke", - "entries": [ - "When a creature hits Kas with an attack, that creature takes 6 psychic damage if Kas isn't {@condition incapacitated}." - ] - } - ] - }, - { - "name": "Blackstar Knight", - "source": "LM", - "page": 81, - "group": [ - "Kas" - ], - "fluff": { - "_monsterFluff": { - "name": "Blackstar Knight", - "source": "LM" - } - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": "construct", - "alignment": [ - "U" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 150, - "formula": "20d8 + 60" - }, - "speed": { - "walk": 30 - }, - "str": 21, - "dex": 14, - "con": 16, - "int": 12, - "wis": 14, - "cha": 13, - "save": { - "wis": "+6", - "con": "+7" - }, - "skill": { - "perception": "+6", - "athletics": "+9" - }, - "senses": [ - "darkvision 120 ft." - ], - "passive": 16, - "languages": [ - "Common", - "Primordial" - ], - "cr": "11", - "trait": [ - { - "name": "Immutable Form", - "entries": [ - "The knight is immune to any spell or effect that would alter its form." - ] - }, - { - "name": "Soldier's Duty", - "entries": [ - "When the knight dies, one construct or undead ally of its choice within 30 feet of it gains 25 temporary hit points." - ] - }, - { - "name": "Formation Tactics", - "entries": [ - "The knight has advantage on ability checks and saving throws against being shoved, {@condition grappled}, or {@condition restrained} while it is within 5 feet of at least one ally." - ] - }, - { - "name": "Radiant Susceptibility", - "entries": [ - "When the knight takes radiant damage, its speed is reduced by 10 feet and it can't take reactions until the end of its next turn." - ] - }, - { - "name": "Martial Advantage (1/Turn)", - "entries": [ - "The knight can deal an extra 21 ({@dice 6d6}) necrotic damage to a creature it hits with a weapon attack, if that creature is within 5 feet of an ally of the knight that isn't {@condition incapacitated}, or if it is marked by the knight." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The knight makes two melee attacks." - ] - }, - { - "name": "Deathsword", - "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}27 ({@damage 7d6 + 5}) necrotic damage." - ] - } - ], - "traitTags": [ - "Immutable Form" - ], - "senseTags": [ - "SD" - ], - "actionTags": [ - "Multiattack", - "Parry" - ], - "languageTags": [ - "C", - "P" - ], - "damageTags": [ - "N" - ], - "miscTags": [ - "MW" - ], - "shortName": "knight", - "bonus": [ - { - "name": "Death Mark", - "entries": [ - "The knight marks one creature it can see within 30 feet of it for 1 minute, until the knight is {@condition incapacitated} or dies, or until the knight uses this bonus action again. While marked, the knight adds a {@dice d4} to its attack rolls against the target, and the target subtracts a {@dice d4} from attack rolls made against creatures other than the knight. Furthermore, the marked target has disadvantage on Dexterity ({@skill Stealth}) checks made to hide from the knight." - ] - }, - { - "name": "No Escape", - "entries": [ - "The knight teleports up to 60 feet to an unoccupied space it can see within 5 feet of a target it has marked. To teleport in this way, it must be able to see the marked target." - ] - } - ], - "immune": [ - "necrotic", - "poison", - "psychic" - ], - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks that aren't adamantine" - } - ], - "reaction": [ - { - "name": "Parry", - "entries": [ - "The knight adds 4 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon." - ] - }, - { - "name": "Brace", - "entries": [ - "The knight can make one melee weapon attack against a creature that enters its reach." - ] - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned", - "unconscious" - ] - }, - { - "name": "Osterneth", - "isNamedCreature": true, - "source": "LM", - "page": 82, - "group": [ - "Osterneth", - "Vecna" - ], - "fluff": { - "_monsterFluff": { - "name": "Osterneth", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/RqLGGQH.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "legendaryGroup": { - "name": "Osterneth", - "source": "LM" - }, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 19, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 199, - "formula": "21d8 + 105" - }, - "speed": { - "walk": 30, - "fly": 0 - }, - "str": 14, - "dex": 18, - "con": 20, - "int": 27, - "wis": 21, - "cha": 24, - "save": { - "con": "+12", - "int": "+15", - "wis": "+12" - }, - "skill": { - "arcana": "+22", - "history": "+22", - "insight": "+12", - "perception": "+12", - "religion": "+15", - "deception": "+21", - "persuasion": "+14" - }, - "senses": [ - "truesight 120 ft." - ], - "passive": 22, - "resist": [ - "cold", - "lightning", - "psychic" - ], - "immune": [ - "necrotic", - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "conditionImmune": [ - "blinded", - "charmed", - "deafened", - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned", - "stunned" - ], - "languages": [ - "Abyssal", - "Celestial", - "Common", - "Elvish", - "Infernal", - "Primordial", - "telepathy 60 ft." - ], - "cr": "23", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Osterneth is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 23}). Osterneth has the following spells prepared, and she can cast them without components:" - ], - "footerEntries": [ - "*Osterneth uses False Aura to appear as though no magic is affecting her or being used by her." - ], - "constant": [ - "{@spell glibness}", - "{@spell mind blank}", - "{@spell Nystul's magic aura}*" - ], - "daily": { - "1e": [ - "{@spell finger of death}", - "{@spell modify memory}", - "{@spell power word kill}" - ], - "3e": [ - "{@spell dominate person}", - "{@spell fireball}", - "{@spell scrying}" - ], - "2e": [ - "{@spell disintegrate}", - "{@spell eyebite}", - "{@spell mislead}" - ] - }, - "will": [ - "{@spell charm person}", - "{@spell seeming}", - "{@spell suggestion}" - ], - "ability": "int", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Legendary Resistance (3/Day)", - "entries": [ - "If Osterneth fails a saving throw, she can choose to succeed instead." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "Osterneth has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Rejuvenation", - "entries": [ - "Osterneth's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after {@dice 1d10} days, regaining all her hit points and becoming active again. Her new body appears within 5 feet of her phylactery and is {@condition invisible} for 1 hour." - ] - }, - { - "name": "Turn Resistance", - "entries": [ - "Osterneth has advantage on saving throws against effects that turn undead." - ] - }, - { - "name": "Heart of Vecna (Mythic Trait; Once Per Rest)", - "entries": [ - "If Osterneth is reduced to 0 hit points, she doesn't die or fall {@condition unconscious}. Instead, the {@i heart of Vecna} resets her to maximum hit points, but causes any disguise from the {@spell seeming} spell to end on herself. Furthermore, magical darkness fills a 60-foot-radius sphere centered on Osterneth, remaining until the end of her next turn. Each living creature in the area when this darkness first appears takes 36 ({@damage 8d8}) psychic damage ({@dc 23} Intelligence save for half)." - ] - }, - { - "name": "Regeneration", - "entries": [ - "Osterneth starts combat with four filled soul gems (see Trap the Soul). Constantly exploiting the souls in them, Osterneth regains 5 hit points per soul at the start of her turn if she has at least 1 hit point. If Osterneth takes radiant damage, this trait doesn't function at the start of her next turn." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Osterneth makes two Shadow Ray attacks against different targets." - ] - }, - { - "name": "Shadow Ray", - "entries": [ - "{@atk rs} {@hit 15} to hit, range 120 ft., one creature. {@h}35 ({@damage 6d8 + 8}) necrotic damage, and the target can't regain hit points until the start of Osterneth's next turn." - ] - }, - { - "name": "Paralyzing Touch", - "entries": [ - "{@atk ms} {@hit 15} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." - ] - }, - { - "name": "Void Lightning {@recharge 5}", - "entries": [ - "Osterneth unleashes void lightning in a 60-foot cone. Each living creature in the area takes 24 ({@damage 7d6}) lightning damage plus 24 ({@damage 7d6}) necrotic damage ({@dc 20} Constitution save for half). On a failed save, a creature also has its speed halved and can't take reactions for 1 minute (save ends)." - ] - } - ], - "traitTags": [ - "Legendary Resistances", - "Magic Resistance", - "Regeneration", - "Rejuvenation", - "Turn Resistance" - ], - "senseTags": [ - "U" - ], - "languageTags": [ - "AB", - "CE", - "C", - "E", - "I", - "P", - "TP" - ], - "damageTags": [ - "C", - "L", - "N", - "Y" - ], - "damageTagsSpell": [ - "N", - "O" - ], - "spellcastingTags": [ - "O" - ], - "miscTags": [ - "MW", - "AOE" - ], - "conditionInflict": [ - "paralyzed", - "poisoned" - ], - "conditionInflictSpell": [ - "blinded", - "paralyzed", - "petrified", - "restrained", - "unconscious" - ], - "reaction": [ - { - "name": "Redirect Attack", - "entries": [ - "When a creature Osterneth can see targets her with an attack, Osterneth chooses an ally within 5 feet of her. The two swap places, and the chosen ally becomes the target instead." - ] - }, - { - "name": "Trap the Soul", - "entries": [ - "Osterneth captures the soul of a humanoid killed within 60 feet of her and imprisons it in a soul gem. This is identical to the {@spell soul cage|XGE} spell, but the spell lasts indefinitely, and she can't use its Steal Life option (see Regeneration instead). Furthermore, Osterneth can exploit a soul using the spell any number of times without the soul ever being released. If a gem is crushed, the soul is released to the Shadowfell." - ] - } - ], - "legendary": [ - { - "name": "Transposition", - "entries": [ - "Osterneth chooses an ally she can see within 45 feet of her. Her and that ally magically teleport and swap places." - ] - }, - { - "name": "Luring Glare", - "entries": [ - "Osterneth targets one creature she can see within 60 feet of her. The target must make a {@dc 23} Wisdom saving throw. On a failed save, the target takes 14 ({@damage 4d6}) necrotic damage, and Osterneth chooses the target's movement on its next turn. A creature is immune to this ability if it is immune to being {@condition charmed}." - ] - }, - { - "name": "Attack", - "entries": [ - "Osterneth uses Paralyzing Touch or Shadow Ray." - ] - }, - { - "name": "Cast a Spell (Costs 2 Actions)", - "entries": [ - "Osterneth casts a spell, or she uses one of the actions from an {@spell eyebite} spell she is concentrating on." - ] - } - ], - "mythic": [ - { - "name": "Vanishing Act", - "entries": [ - "Osterneth becomes {@condition invisible}, teleports up to 45 feet to an unoccupied space she can see, and takes the {@action Hide} action. The invisibility end at the start of Osterneth's next turn, if she takes damage, or if she uses any of her abilities." - ] - }, - { - "name": "Withering Shadows", - "entries": [ - "Osterneth makes a Shadow Ray attack. On a hit, the target is also {@condition poisoned} for 1 minute. The target can make a {@dc 23} Constitution saving throw at the end of each of its turns, taking 14 ({@damage 4d6}) necrotic damage on a failed save, and ending the effect on a successful one." - ] - }, - { - "name": "Disrupt Life (Costs 2 Actions)", - "entries": [ - "Each living creature within 30 feet of Osterneth takes 36 ({@damage 8d6 + 8}) necrotic damage and is pushed up to 30 feet away from her ({@dc 23} Constitution save for half damage and distance)." - ] - }, - { - "name": "Void Lightning (Costs 2 Actions)", - "entries": [ - "Osterneth uses her Void Lightning if it has recharged, and its area is increased to a 120-foot cone." - ] - } - ], - "bonus": [ - { - "name": "Cunning Action", - "entries": [ - "Osterneth takes the {@action Dash}, {@action Disengage}, or {@action Hide} action." - ] - }, - { - "name": "Piercing Sight", - "entries": [ - "Osterneth gains the ability to see through objects that are up to 1 foot thick within 60 feet of her until the start of her next turn." - ] - } - ], - "reactionHeader": [ - "Osterneth can spend one legendary action to take a reaction, even when she has already used her normal reaction." - ], - "mythicHeader": [ - "If Osterneth's Heart of Vecna trait has activated in the last hour, she can use the options below as legendary actions." - ], - "actionTags": [ - "Multiattack" - ], - "legendaryHeader": [ - "Osterneth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Osterneth regains spent legendary actions at the start of her turn." - ] - }, - { - "name": "Ascetic of Vecna", - "shortName": "ascetic", - "source": "LM", - "page": 85, - "group": [ - "Osterneth", - "Vecna" - ], - "fluff": { - "_monsterFluff": { - "name": "Ascetic of Vecna", - "source": "LM" - } - }, - "hasFluff": true, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "any race" - ] - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "Psychic Defense" - ] - } - ], - "hp": { - "formula": "17d8 + 17", - "average": 93 - }, - "speed": { - "walk": 30 - }, - "str": 10, - "dex": 14, - "con": 12, - "int": 20, - "wis": 19, - "cha": 18, - "save": { - "int": "+10", - "wis": "+9", - "cha": "+9" - }, - "skill": { - "deception": "+9", - "religion": "+10", - "arcana": "+15", - "history": "+15" - }, - "senses": [ - "truesight 30 ft." - ], - "passive": 14, - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "poisoned" - ], - "languages": [ - "any six languages", - "telepathy 90 ft." - ], - "cr": "13", - "spellcasting": [ - { - "name": "Psionics", - "headerEntries": [ - "The ascetic's spellcasting ability is Intelligence (spell save {@dc 18}). It can cast the following spells using psionics, requiring no components:" - ], - "will": [ - "{@spell find familiar}", - "{@spell telekinesis}" - ], - "daily": { - "1e": [ - "{@spell contact other plane}", - "{@spell legend lore}" - ], - "3e": [ - "{@spell locate creature}", - "{@spell sending}" - ], - "2e": [ - "{@spell clairvoyance}", - "{@spell scrying}" - ] - }, - "constant": [ - "{@spell detect magic}", - "{@spell nondetection}" - ], - "ability": "int", - "type": "spellcasting" - } - ], - "action": [ - { - "name": "Crushing Bludgeon", - "entries": [ - "The ascetic bludgeons a creature within 90 feet of it with telekinetic force. The target takes 32 ({@damage 6d8 + 5}) force damage ({@dc 18} Strength save for half). On a failed save, the target is also knocked {@condition prone} if it is Large or smaller, and it can't stand up until the end of the ascetic's next turn." - ] - }, - { - "name": "Dream Blade", - "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h} 23 ({@damage 5d6 + 5}) psychic damage. The attack roll is made with advantage if the target is in dim light or darkness." - ] - }, - { - "name": "Creeping Rot {@recharge 5}", - "entries": [ - "The ascetic unleashes negative energy that withers creatures in a 60-foot cone. Each living creature of the ascetic's choice in the area takes 26 ({@damage 4d12}) necrotic damage ({@dc 16} Constitution save for half). On a failed save, a creature is also {@condition poisoned} for 1 minute (save ends; {@damage 2d12} necrotic damage on failed saves)." - ] - } - ], - "bonus": [ - { - "name": "Mind Cannon", - "entries": [ - "The ascetic mentally assaults one creature it can see within 90 feet of it. The target takes 16 ({@damage 2d10 + 5}) psychic damage ({@dc 18} Intelligence save for half)." - ] - }, - { - "name": "Dream Stride (1/Day)", - "entries": [ - "The ascetic projects a portion of its spirit out of its body. This effect is identical to the {@spell project image} spell (save {@dc 18}), but it lasts until dispelled or destroyed (no concentration), and it can be controlled using a bonus action." - ] - } - ], - "senseTags": [ - "U" - ], - "languageTags": [ - "X", - "TP" - ], - "damageTags": [ - "N", - "O", - "Y" - ], - "miscTags": [ - "MW", - "AOE" - ], - "conditionInflict": [ - "poisoned", - "prone" - ], - "spellcastingTags": [ - "P" - ], - "resist": [ - { - "special": "damage from spells" - } - ], - "trait": [ - { - "name": "Psychic Defense", - "entries": [ - "The ascetic adds its Intelligence modifier to its AC (accounted for in its statistics)." - ] - } - ], - "damageTagsSpell": [ - "Y" - ], - "reaction": [ - { - "name": "Psychic Deflection", - "entries": [ - "When the ascetic is hit by an attack or it fails a saving throw, it gains a +2 bonus to its AC against that attack or a +4 bonus to that saving throw." - ] - } - ] - }, - { - "name": "Tenebrous", - "source": "LM", - "page": 86, - "group": [ - "Tenebrous" - ], - "fluff": { - "_monsterFluff": { - "name": "Tenebrous", - "source": "LM" - } - }, - "hasFluff": true, - "legendaryGroup": { - "name": "Tenebrous", - "source": "LM" - }, - "size": [ - "H" - ], - "type": { - "type": "undead", - "tags": [ - "deity", - "demon" - ] - }, - "alignment": [ - "C", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "average": 405, - "formula": "30d12 + 210" - }, - "speed": { - "walk": 40, - "fly": { - "number": 40, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 24, - "con": 25, - "int": 20, - "wis": 20, - "cha": 27, - "save": { - "con": "+15", - "wis": "+13", - "cha": "+16" - }, - "skill": { - "arcana": "+13", - "deception": "+16", - "insight": "+13", - "intimidation": "+16" - }, - "senses": [ - "truesight 120 ft.", - "blindsight 500 ft." - ], - "passive": 15, - "resist": [ - "acid", - "cold", - "fire", - "lightning" - ], - "immune": [ - "necrotic", - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "grappled", - "paralyzed", - "petrified", - "poisoned", - "prone", - "restrained", - "unconscious" - ], - "languages": [ - "all", - "telepathy 120 ft." - ], - "cr": "26", - "spellcasting": [ - { - "name": "Innate Spellcasting", - "headerEntries": [ - "Tenebrous's innate spellcasting ability is Charisma (spell save {@dc 24}). He can innately cast the following spells, requiring no material components:" - ], - "will": [ - "{@spell circle of death}", - "{@spell soul cage|XGE}" - ], - "daily": { - "2e": [ - "{@spell divine word}", - "{@spell power word kill}" - ], - "1e": [ - "{@spell plane shift}", - "{@spell wish}" - ] - }, - "constant": [ - "{@spell eyebite}", - "{@spell nondetection}", - "{@spell telekinesis}" - ], - "ability": "cha", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Aura of Divine Hunger", - "entries": [ - "Tenebrous emits an aura of undeath that feeds on positive energy within 30 feet of him, or 60 feet while either of his mythic traits are active. While in the aura, living creatures can't benefit from resistance to necrotic damage, automatically fail death saving throws, and have their speed halved. Furthermore, if a creature regains hit points while in the aura, Tenebrous regains the hit points instead of them." - ] - }, - { - "name": "God Slayer", - "entries": [ - "Tenebrous deals double damage to gods and celestials, bypassing their resistances and immunities. If Tenebrous reduces a god or celestial to 0 hit points, he kills them instantly." - ] - }, - { - "name": "Unbreakable", - "entries": [ - "If Tenebrous would be {@condition incapacitated} or {@condition stunned}, his speed is halved until the end of his next turn instead." - ] - }, - { - "name": "Divine Will", - "entries": [ - "Tenebrous is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior. " - ] - }, - { - "name": "Master of Undeath (Mythic Trait; Once Per Rest)", - "entries": [ - "If Tenebrous is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points and conjures undead creatures of CR 5 or lower whose combined average hit points don't exceed 400. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Tenebrous and obey his commands until they are destroyed or until they are dismissed after 1 hour." - ] - }, - { - "name": "Dark Speech (Mythic Trait; Once Per Rest)", - "entries": [ - "If Tenebrous is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points, and each creature of Tenebrous's choice within 60 feet of him that can hear him takes 18 ({@damage 4d8}) psychic damage ({@dc 24} Charisma save for half). On a failed save, a creature is also overwhelmed by visions of widespread death and decay across the planes; the creature is {@condition poisoned} until the end of Tenebrous's next turn, and while suffering this condition, it falls {@condition prone} and can't stand up." - ] - }, - { - "name": "Half-Incorporeal", - "entries": [ - "While in dim light or darkness, Tenebrous can move through other creatures and objects as if they were {@quickref difficult terrain||3}. If he ends his turn inside an object, he takes 5 ({@damage 1d10}) force damage and is shunted out into the nearest unoccupied space." - ] - }, - { - "name": "Regeneration", - "entries": [ - "Tenebrous regains 15 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Tenebrous takes radiant damage, this trait doesn't function at the start of the Tenebrous's next turn." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Tenebrous makes three attacks." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage plus 13 ({@damage 2d12}) necrotic damage, and the target is pushed up to 10 feet away from Tenebrous." - ] - }, - { - "name": "Grave Bolt", - "entries": [ - "{@atk rs} {@hit 16} to hit, range 120 ft., one creature. {@h}34 ({@damage 5d10 + 7}) necrotic damage. If the attack roll had advantage, the target suffers {@condition health drain|LM} equal to the necrotic damage taken." - ] - }, - { - "name": "Finger of Doom {@recharge}", - "entries": [ - "Tenebrous points at one creature he can see within 300 feet of it. The target must succeed on a {@dc 24} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and become {@condition frightened} until the end of Tenebrous's next turn. While {@condition frightened} in this way, the creature is also {@condition paralyzed}." - ] - }, - { - "name": "The Last Word (1/Week)", - "entries": [ - "Tenebrous speaks a blasphemous word of unmaking and targets one creature within 60 feet of him that he can see. If the creature has 150 hit points or fewer, it dies, even if it has unused mythic traits. The slain creature cannot be revived by any means, even if it is a deity or some other planar ruler." - ] - } - ], - "bonus": [ - { - "name": "Shadow Stealth", - "entries": [ - "Tenebrous takes the {@action Hide} action while in dim light or darkness." - ] - }, - { - "name": "Create Undead", - "entries": [ - "Tenebrous targets any number of humanoid corpses within 60 feet of him. Each corpse rises as an undead of CR 10 or lower of Tenebrous's choosing. These undead act on their own initiative count and follow Tenebrous's orders to the best of their abilities." - ] - }, - { - "name": "Assume Identity", - "entries": [ - "Tenebrous polymorphs into the form of a demon, into a creature he has killed within the last week, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he is reduced to 0 hit points or dies." - ] - } - ], - "legendary": [ - { - "name": "Teleport", - "entries": [ - "Tenebrous magically teleports up to 60 feet to an unoccupied space he can see." - ] - }, - { - "name": "Attack", - "entries": [ - "Tenebrous makes a Claw or Grave Bolt attack." - ] - }, - { - "name": "Cast a Spell (Costs 2 Actions)", - "entries": [ - "Tenebrous casts an innate spell, or he uses one of the actions from his constant {@spell eyebite} and {@spell telekinesis} effects. Once he casts a spell, he can't cast that spell again with this ability until the start of his next turn." - ] - } - ], - "senseTags": [ - "U", - "B" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "XX", - "TP" - ], - "damageTags": [ - "N", - "O", - "S", - "Y" - ], - "damageTagsSpell": [ - "N" - ], - "spellcastingTags": [ - "I" - ], - "miscTags": [ - "MW", - "AOE" - ], - "conditionInflict": [ - "frightened", - "paralyzed", - "poisoned" - ], - "conditionInflictSpell": [ - "frightened", - "unconscious" - ], - "isNamedCreature": true, - "legendaryActions": 5, - "mythicHeader": [ - "If one of Tenebrous's mythic traits were activated in the last hour, he can use the first three options below as legendary actions. If both traits were activated in the last hour, he can instead use any of the options below." - ], - "mythic": [ - { - "name": "Bolster Minions", - "entries": [ - "Tenebrous targets up to five undead within 30 feet of him. Each target grows one size category larger, has its speed doubled, and has advantage on attack rolls, lasting until the end of that target's next turn." - ] - }, - { - "name": "Elude the Living", - "entries": [ - "Magical darkness spreads within a 20-foot cube centered on a point Tenebrous chooses within 60 feet of him. Non-living creatures can see through the darkness as if it were dim light. The darkness dissipates at the end of Tenebrous's next turn." - ] - }, - { - "name": "Destructive Burst (Costs 2 Actions)", - "entries": [ - "Tenebrous unleashes a burst of divine energy. Each creature of his choice within 60 feet of him takes {@damage 4d6} necrotic damage plus {@damage 4d6} thunder damage ({@dc 24} Constitution save for half). On a failed save, a creature is also pushed up to 15 feet away from Tenebrous and knocked {@condition prone}." - ] - }, - { - "name": "Consume Energy", - "entries": [ - "Tenebrous chooses one undead of his choice within 30 feet of him that he created or summoned. Tenebrous reduces the undead to 0 hit points, allowing him to end one spell or condition of his choice on himself." - ] - }, - { - "name": "Antilife Barrier (Costs 2 Actions)", - "entries": [ - "Tenebrous creates a barrier of antilife at a point of his choice within 120 feet of him. The barrier is made up of ten 10-foot-by-10-foot panels; each panel must be contiguous with another panel. The panels behave as the {@spell antilife shell} spell, preventing living creatures from passing or reaching through. The barrier disappears at the end of Tenebrous's next turn, if they are hit by an attack (AC 15), or if they take radiant damage." - ] - }, - { - "name": "Creeping Death (Costs 3 Actions)", - "entries": [ - "Tenebrous chooses a point within 100 feet of him that he can see. A 20-foot-radius sphere of swirling necrotic energy emerges from that point and lasts until the end of Tenebrous's next turn. Living creatures in that area have vulnerability to necrotic damage." - ] - } - ], - "traitTags": [ - "Regeneration" - ], - "reaction": [ - { - "name": "Dampen Spell {@recharge 6}", - "entries": [ - "Tenebrous halves the damage he takes from a spell that doesn't deal radiant damage." - ] - } - ] - }, - { - "name": "Visage", - "source": "LM", - "page": 89, - "group": [ - "Tenebrous" - ], - "fluff": { - "_monsterFluff": { - "name": "Visage", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://adrenalinarpg.files.wordpress.com/2009/07/rosto2.jpg" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "C", - "E" - ], - "ac": [ - 14 - ], - "hp": { - "average": 78, - "formula": "12d8 + 24" - }, - "speed": { - "walk": 30, - "fly": { - "number": 60, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 6, - "dex": 19, - "con": 14, - "int": 15, - "wis": 12, - "cha": 18, - "save": { - "dex": "+8", - "wis": "+5" - }, - "skill": { - "deception": "+12", - "insight": "+5", - "perception": "+5", - "stealth": "+8" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 15, - "resist": [ - "acid", - "cold", - "fire", - "lightning", - "thunder", - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned" - ], - "languages": [ - "the languages it knew in life" - ], - "cr": "9", - "spellcasting": [ - { - "name": "Innate Spellcasting", - "headerEntries": [ - "The visage's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:" - ], - "will": [ - "{@spell minor illusion}", - "{@spell toll the dead|XGE}" - ], - "daily": { - "3e": [ - "{@spell darkness}", - "{@spell finger of death}" - ], - "2e": [ - "{@spell charm person}", - "{@spell suggestion}" - ], - "1e": [ - "{@spell dominate person}", - "{@spell phantasmal force}" - ] - }, - "ability": "cha" - } - ], - "trait": [ - { - "name": "Create Spawn", - "entries": [ - "An aberration, celestial, fey, or fiend slain by the visage rises as a visage after 1 minute." - ] - }, - { - "name": "Shadow Stealth", - "entries": [ - "While in dim light or darkness, the visage can take the Hide action as a bonus action." - ] - } - ], - "action": [ - { - "name": "Mutiattack", - "entries": [ - "The visage makes two melee attacks." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage." - ] - }, - { - "name": "Assume Identity", - "entries": [ - "The visage polymorphs into a Small or Medium humanoid it has killed within the last week, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." - ] - } - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "S" - ], - "damageTagsSpell": [ - "N", - "Y" - ], - "spellcastingTags": [ - "I" - ], - "miscTags": [ - "MW" - ], - "conditionInflictSpell": [ - "charmed" - ] - }, - { - "name": "Vecna", - "shortName": true, - "isNamedCreature": true, - "source": "LM", - "page": 90, - "group": [ - "Vecna" - ], - "legendaryGroup": { - "name": "Vecna", - "source": "LM" - }, - "fluff": { - "_monsterFluff": { - "name": "Vecna", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xSghHOQ.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": { - "type": "undead", - "tags": [ - "deity" - ] - }, - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 17, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "formula": "35d8 + 245", - "average": 402 - }, - "speed": { - "walk": 30, - "fly": { - "number": 30, - "condition": "(hover; Limited Rejuvenation only)" - }, - "canHover": true - }, - "str": 20, - "dex": 16, - "con": 24, - "int": 30, - "wis": 28, - "cha": 26, - "save": { - "int": "+19", - "wis": "+18", - "cha": "+17" - }, - "skill": { - "arcana": "+28", - "deception": "+26", - "history": "+28", - "insight": "+27", - "perception": "+18", - "religion": "+28" - }, - "senses": [ - "truesight 120 ft.", - "blindsight 500 ft." - ], - "passive": 28, - "resist": [ - "force", - "lightning", - "psychic" - ], - "immune": [ - "cold", - "necrotic", - "poison", - { - "immune": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "frightened", - "paralyzed", - "petrified", - "poisoned", - "unconscious" - ], - "languages": [ - "all", - "telepathy 1,000 ft." - ], - "cr": "30", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "Vecna's spellcasting ability is Intelligence (spell save {@dc 27}, {@hit 19} to hit with spell attacks). Vecna has the following spells prepared:" - ], - "constant": [ - "{@spell detect thoughts}", - "{@spell nondetection}", - "{@spell protection from evil and good}" - ], - "will": [ - "{@spell circle of death}", - "{@spell danse macabre|XGE} (no concentration)", - "{@spell dispel magic}" - ], - "daily": { - "3e": [ - "{@spell counterspell}", - "{@spell dominate monster}", - "{@spell mislead}" - ], - "2e": [ - "{@spell banishment}", - "{@spell disintegrate}", - "{@spell finger of death}" - ], - "1e": [ - "{@spell divine word}", - "{@spell power word kill}", - "{@spell wish}" - ] - }, - "ability": "int", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Discorporation", - "entries": [ - "When Vecna dies, his body is destroyed but his essence travels back to a location of his choice, and he is unable to take physical form for a time." - ] - }, - { - "name": "Divine Will", - "entries": [ - "Vecna is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior." - ] - }, - { - "name": "Legendary Resistance (5/Day)", - "entries": [ - "If Vecna fails a saving throw, he can choose to succeed instead." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "Vecna has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Regeneration (Eye and Hand Only)", - "entries": [ - "Vecna regains 20 hit points at the start of his turn if he has at least 1 hit point." - ] - }, - { - "name": "Turn Immunity", - "entries": [ - "Vecna is immune to effects that turn undead." - ] - }, - { - "name": "Eye and Hand of Vecna", - "entries": [ - "If Vecna possesses the {@item Eye of Vecna} and/or the {@item Hand of Vecna}, instead of using the statistics of these items, he gains extra traits and abilities as noted in this stat block." - ] - }, - { - "name": "X-Ray Vision (Eye Only)", - "entries": [ - "Vecna can see into and through solid matter out to a radius of 120 feet. To him, solid objects within that radius appear transparent and don't prevent light from passing through them." - ] - }, - { - "name": "Aura of Weakening", - "entries": [ - "Vecna emits an aura of negative energy out to a radius of 30 feet, or 60 feet while either of his mythic traits are active. While in the aura, undead allies of Vecna have advantage on all saving throws, and living creatures have disadvantage on ability checks and can't regain hit points." - ] - }, - { - "name": "Vecna's Ambition (Mythic Trait; Once Per Rest)", - "entries": [ - "If Vecna is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points and can immediately take an action, but he can't use his Legendary Resistance trait until the end of his next turn." - ] - }, - { - "name": "Limited Rejuvenation (Mythic Trait; Once Per Rest)", - "entries": [ - "If Vecna dies, his body reforms at the start of his next turn, resetting to maximum hit points and becoming active again. He then gains a magical flying speed of 30 feet for 1 hour." - ] - } - ], - "action": [ - { - "name": "Paralyzing Touch", - "entries": [ - "{@atk ms} {@hit 19} to hit, reach 5 ft., one creature. {@h} 19 ({@damage 3d6 + 2d8}) cold damage. The target must succeed on a {@dc 25} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." - ] - }, - { - "name": "Liquify Bones (Hand Only; Recharge {@dice d6|6})", - "entries": [ - "{@atk ms} {@hit 19} to hit, reach 5 ft., one creature. {@h} The target is reduced to 1 hit point." - ] - }, - { - "name": "Change Shape", - "entries": [ - "Vecna magically polymorphs into any creature he has seen, retaining his game statistics (other than his size). This transformation ends if Vecna is reduced to 0 hit points or uses his action to end it." - ] - } - ], - "legendaryHeader": [ - "Vecna can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vecna regains spent legendary actions at the start of his turn." - ], - "legendaryActions": 5, - "legendary": [ - { - "name": "Teleport", - "entries": [ - "Vecna teleports up to 30 feet to an unoccupied space that he can see." - ] - }, - { - "name": "Ray of Death", - "entries": [ - "{@atk rs} {@hit 19} to hit, range 60 ft., one target. {@h} 28 ({@damage 4d8 + 10}) necrotic damage." - ] - }, - { - "name": "Paralyzing Touch (Costs 2 Actions)", - "entries": [ - "Vecna uses his Paralyzing Touch." - ] - }, - { - "name": "Cast a Spell (Costs 2 or 3 Actions)", - "entries": [ - "Vecna casts a spell with a casting time of one action or bonus action. If the spell is capable of dealing damage, it costs 3 legendary actions, rather than 2." - ] - }, - { - "name": "Vile Curse (Costs 3 Actions)", - "entries": [ - "Vecna targets one creature he can see within 30 feet of him. The target must succeed on a {@dc 27} Wisdom saving throw or be magically cursed. While cursed, the target has disadvantage on attack rolls and saving throws (save ends)." - ] - } - ], - "mythicHeader": [ - "If one of Vecna's mythic traits were activated in the last hour, he can use the first three options below as legendary actions. If both traits were activated in the last hour, he can instead use any of the options below." - ], - "mythic": [ - { - "name": "Greater Teleport", - "entries": [ - "Vecna teleports up to 60 feet to an unoccupied space that he can see." - ] - }, - { - "name": "Beam of Death", - "entries": [ - "Vecna unleashes a beam of negative energy in a line that is 5 feet wide and 100 feet long. Each living creature in the area takes 28 ({@damage 4d8 + 10}) necrotic damage (DC 27 Constitution save for half)." - ] - }, - { - "name": "Dark Speech", - "entries": [ - "Vecna forces one creature that he can see within 60 feet of him to make a {@dc 27} Wisdom saving throw. On a failed save, the target is {@condition blinded} and {@condition deafened} by hallucinations of death and destruction until the end of its next turn. The target has advantage on the save if it is immune to being {@condition frightened}." - ] - }, - { - "name": "Undying Grasp (Costs 2 Actions)", - "entries": [ - "Vecna targets up to five creatures he can see within 60 feet of him. Each target is teleported to an unoccupied space that Vecna can see within 60 feet of him. That space must be on the ground or on a floor." - ] - }, - { - "name": "Whispers of Madness (Costs 2 Actions)", - "entries": [ - "Vecna chooses up to three living creatures he can see within 60 feet of him. Each target must succeed on a {@dc 27} Wisdom saving throw, or it takes 32 ({@damage 4d10 + 10}) psychic damage and must use its reaction to make a melee weapon attack against one creature of Vecna's choice that Vecna can see." - ] - }, - { - "name": "Necrotic Web (Costs 3 Actions)", - "entries": [ - "Vecna unleashes a necrotic web centered on a point he can see within 120 feet of him. Each creature within 15 feet of that point takes 43 ({@damage 6d10 + 10}) necrotic damage (DC 27 Strength save for half). On a failed save, a creature is also {@condition restrained} for 1 minute (save ends; {@damage 4d6} necrotic damage on failed saves).", - "For 1 minute after using this ability, the area spanned by the web is difficult terrain, and a creature that ends its turn in the area must make the initial saving throw described at the start of this ability." - ] - } - ], - "traitTags": [ - "Legendary Resistances", - "Magic Resistance", - "Regeneration", - "Turn Immunity" - ], - "senseTags": [ - "B", - "U" - ], - "languageTags": [ - "TP", - "XX" - ], - "damageTags": [ - "C", - "N", - "Y" - ], - "miscTags": [ - "AOE" - ], - "conditionInflict": [ - "blinded", - "deafened", - "paralyzed", - "restrained" - ] - }, - { - "name": "Enigma of Vecna", - "source": "LM", - "page": 94, - "group": [ - "Vecna" - ], - "fluff": { - "_monsterFluff": { - "name": "Enigma of Vecna", - "source": "LM" - }, - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HPVQM7H.png" - } - } - ] - }, - "hasFluff": true, - "hasFluffImages": true, - "size": [ - "M" - ], - "type": "humanoid", - "alignment": [ - "N", - "E" - ], - "ac": [ - { - "ac": 16, - "from": [ - "{@spell mage armor}" - ] - } - ], - "hp": { - "average": 91, - "formula": "14d8 + 28" - }, - "speed": { - "walk": 30 - }, - "str": 18, - "dex": 16, - "con": 15, - "int": 18, - "wis": 14, - "cha": 18, - "save": { - "wis": "+5", - "cha": "+7" - }, - "skill": { - "arcana": "+10", - "history": "+7" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 12, - "languages": [ - "any two languages" - ], - "cr": "6", - "spellcasting": [ - { - "name": "Spellcasting", - "headerEntries": [ - "The enigma's spellcasting ability is Intelligence (spell save {@dc 15}). It has the following spells prepared:" - ], - "daily": { - "1e": [ - "{@spell guardian of faith}", - "{@spell passwall}" - ], - "2e": [ - "{@spell compulsion}", - "{@spell locate creature}" - ] - }, - "constant": [ - "{@spell darkvision}", - "{@spell mage armor}" - ], - "will": [ - "{@spell mage hand}", - "{@spell minor illusion}" - ], - "ability": "int", - "type": "spellcasting" - } - ], - "trait": [ - { - "name": "Horrific Visage (Flesh Ripper Only)", - "entries": [ - "At the start of each of the enigma's turns, each creature within 15 feet of the enigma that can see it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage." - ] - }, - { - "name": "Flesh Ripper Rage (Once Per Rest)", - "entries": [ - "Once the enigma has been {@condition bloodied|LM}, it undergoes a vile transformation that lasts for 1 hour. During that time, the enigma can't cast spells and gains a new set of traits and abilities." - ] - }, - { - "name": "Regeneration (Flesh Ripper Only)", - "entries": [ - "The enigma regains 10 hit points at the start of each of its turn if it has at least 1 hit point." - ] - }, - { - "name": "Blood Frenzy (Flesh Ripper Only)", - "entries": [ - "The enigma has advantage on melee attack rolls against any creature that is {@condition bloodied|LM}." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The warlock makes two melee attacks." - ] - }, - { - "name": "Dagger", - "entries": [ - "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) lightning damage." - ] - }, - { - "name": "Rend Flesh (Flesh Ripper Only)", - "entries": [ - "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h} 18 ({@damage 4d6 + 4}) slashing damage, and the enigma can push the target up to 10 feet away." - ] - }, - { - "name": "Shock Bolt (Cantrip)", - "entries": [ - "{@atk rs} {@hit 7} to hit, range 90 ft., one creature. {@h}14 ({@damage 3d6 + 4}) lightning damage, and until the end of its next turn, the target's speed is halved and it can't take reactions." - ] - }, - { - "name": "Memory Ripper {@recharge 4}", - "entries": [ - "The enigma rends the memories of living creatures in a 20-foot cube within 60 feet of it. Each target in that area takes 9 ({@damage 2d8}) psychic damage ({@dc 15} Intelligence save for half). On a failed save, a target is also {@condition stunned} until the end of its next turn, and the enigma magically learns one fact or secret about the target." - ] - } - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "X" - ], - "damageTags": [ - "L", - "P", - "S", - "Y" - ], - "spellcastingTags": [ - "O" - ], - "miscTags": [ - "RW", - "MW", - "THW", - "RCH", - "AOE" - ], - "conditionInflictSpell": [ - "charmed", - "restrained" - ], - "shortName": "enigma", - "traitTags": [ - "Regeneration" - ], - "conditionInflict": [ - "stunned" - ], - "damageTagsSpell": [ - "R" - ] - } - ], - "monsterFluff": [ - { - "name": "Abominations", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Abominations", - "entries": [ - "Ageless though they are, immortals can die, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. When these beings stir, they come full of rage, craving only to spread destruction and despair." - ] - } - ] - }, - { - "name": "Atropal Scion", - "source": "LM", - "_copy": { - "name": "Abominations", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This creature's hairless, overlarge head surmounts its wet, wrinkled, and bloated humanoid body. Its eyes are glassy and vacant. Its arms are too slender, and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it." - ] - }, - "Atropal scions are clots of divine flesh given form and animation by terrible catastrophies, bleak-hearted gods of death, or pure chance. When a stillborn godling rises spontaneously as an undead, an {@creature atropal|ToA} is born. If that atropal is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.", - "An atropal scion is a power to be reckoned with, and once animate in the world, seeks power over both life and unlife in an unrelenting bid for domination that only its lifeless tissue is able to sustain.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "An atropal scion prefers to float high above the field of combat, relentlessly summoning specters and using Life Drain indiscriminately to take care of threats when possible. If it is {@condition bloodied|LM}, the atropal lets out a screech and begins using its mobility in a more tactical manner. It also takes advantage of its Negative Energy Aura to rebuke melee opponents and its {@spell dispel magic} ability to counter spellcasters as it sees fit." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Arcana} or {@skill Religion} skill.", - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Unlike normal atropals, atropal scions are imbued with foul magic that grants them a smidgen of spellcasting. Given enough time, an atropal scion may evolve into a threat much greater than the undead it originally splintered off of." - ] - }, - { - "name": "DC 25", - "type": "entries", - "entries": [ - "Atropal scions have the power to summon specters to their aid, but their ability to magically locate creatures is far deadlier. Lacking qualities such as impatience and stamina that living creatures possess, an atropal scion will use this ability to find undead allies and amass an army, and to track down powerful enemies that would threaten its cause." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Rotvine Defiler", - "source": "LM", - "_copy": { - "name": "Abominations", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A sprawling morass of mud, rotting vines, dead animals, and writhing tendrils emerges from beneath the earth. Seemingly in pain, the abomination lets out a horrific shriek before resuming its rampage and destroying the terrain around it." - ] - }, - "The rotvine defiler has but one purpose: to ingest and spoil all that is living. A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost\u2014life. In its wake, the creature leaves a trail of despoiled organic matter, a record of its vindictive mission.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A rotvine defiler burrows through the ground, sending up tentacles to grab living creatures.", - "If it is {@condition bloodied|LM} or slain, the defiler releases an explosion of desecrating fumes that wither ally and enemy alike." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Nature} or {@skill Religion} skills.", - { - "name": "DC 15", - "type": "entries", - "entries": [ - "A rotvine defiler is the profane remnant of an immortal being of primal origins devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence." - ] - }, - { - "name": "DC 20", - "type": "entries", - "entries": [ - "A rotvine defiler arises when a creature makes a sacrifice over the monster's earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Discord Incarnate", - "source": "LM", - "_copy": { - "name": "Abominations", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The being before you possesses the basic shape of an angel, but between the red energy crackling from its wings and sword and the twisted, malicious expression on its face, this abomination is a clear perversion of all things holy." - ] - }, - "At the dawn of creation, mighty {@creature couatl|mm|couatls}\u2014winged serpents of purity and virtue\u2014strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates\u2014perverse abominations bent on wanton destruction.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A discord incarnate immediately flies in among its foes, attempting to position itself within reach of as many enemies as possible. If it is {@condition bloodied|LM}, it shifts tactics and attempts to lock down the most vulnerable targets possible using its Rush of Pain and Unholy Pull abilities. A discord incarnate is a remorseless foe and never retreats except to seek a new tactical position." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Religion} skill.", - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Discord incarnates arose during the cosmic war between the gods and the primordials. After that conflict, these creatures were destroyed or imprisoned throughout the planes. Whenever a discord incarnate breaks free of its prison, it roves the planes, destroying everything in its path.", - "Even from inside a cosmic prison, a discord incarnate can dream fiends spectral undead into existence. Couatls, winged serpents of purity and virtue, work hard to keep discord incarnates and their minions contained within otherworldly prisons. However, even their power has limits. Couatls regard discord incarnates and the mockeries as their greatest failure." - ] - }, - { - "name": "DC 25", - "type": "entries", - "entries": [ - "Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces\u2014a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities. It is even possible that a cache of discord incarnates could yet lie hidden in the cosmos, awaiting some event or signal from their creator that stirs them to action." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Blightspawn", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Blightspawn", - "entries": [ - "Putred and disgusting, blightspawn carry pestilence and sickness wherever they go, threatening to contaminate the living with their disease and poison if left unchecked." - ] - } - ] - }, - { - "name": "Skulking Cyst", - "source": "LM", - "_copy": { - "name": "Blightspawn", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head." - ] - }, - "A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the {@spell necrotic cyst|LM} spell).", - "A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst's true \"heart\" is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Bleakborn", - "source": "LM", - "_copy": { - "name": "Blightspawn", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores." - ] - }, - "When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and an icy semblance of life.", - "A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.", - "A bleakborn stands a little over 6 feet tall and weighs between 150 and 230 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill History} skill.", - { - "name": "DC 15", - "type": "entries", - "entries": [ - "Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they first arose. They speak the Moilian language, allowing those proficient in this forgotten tongue to converse with them." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Plague Blight", - "source": "LM", - "_copy": { - "name": "Blightspawn", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Soft and putrescent, this creature's form is wrapped in tight circles of cloth, though bloated, swollen tissue still seeps through. The odor of this creature goes beyond the stink of carrion; the putrefaction of its body is like a physical force that moves before it." - ] - }, - "Plague blights are animated corpses of humanoids who died from plague or rot. In undeath, they seek to putrefy all that is pure. They are wily and may attempt to trick their victims into allowing themselves get close enough to touch.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "In melee combat, the stench of a plague blight sickens its opponents. Far worse is its touch, which brings on a terrible wasting disease in its victims, rotting the flesh in seconds and sending tendrils of dead flesh ever inward toward the heart." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Wheep", - "source": "LM", - "_copy": { - "name": "Blightspawn", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature's face and body, coating its clawed limbs. As the ichor runs into the creature's mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen." - ] - }, - "Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.", - "Eyeless, a wheep is in constant pain, sniffling and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears. After an hour, the bile decomposes and evaporates.", - "A wheep stands nearly 6 feet tall and weighs about 200 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Those close enough to hear a wheep's cries may be taken aback, but they are likely to be far more threatened by the creature's poison-coated claws and maw." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Chaos Walkers", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Chaos Walkers", - "entries": [ - "When an elemental is violently destroyed, the remains may rise as a chaos walker that seeks to drain the living of the elemental energies it once possessed in life." - ] - } - ] - }, - { - "name": "Desiccator", - "source": "LM", - "_copy": { - "name": "Chaos Walkers", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere." - ] - }, - "Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious fluids of living creatures.", - "Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.", - "Most desiccators stand about 4 feet tall but weigh only 30 to 40 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A desiccator opens combat with its Desiccating Breath, seeking to make opponents vulnerable to its Draining Touch." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Breathstealer", - "source": "LM", - "_copy": { - "name": "Chaos Walkers", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body." - ] - }, - "A breathstealer is an undead manifestation of elemental air. It hungers for the breath of the living.", - "Breathstealers vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith's hatred for all living things.", - "A breathstealer fills an area roughly 5 feet on a side, with cloudlike tendrils reaching beyond that. As an incorporeal creature, a breathstealer has no weight.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A breathstealer lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Cinderspawn", - "source": "LM", - "_copy": { - "name": "Chaos Walkers", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace." - ] - }, - "Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.", - "Like a fire elemental, a cinderspawn takes damage from and won't willingly enter a body of water. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump over it.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A cinderspawn chooses targets carefully, using its Sudden Rush action to reach vulnerable opponents that might otherwise be protected by comrades." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Deathtritus", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Deathtritus", - "entries": [ - "The presence of necrotic energy can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus." - ] - } - ] - }, - { - "name": "Tomb Mote", - "source": "LM", - "_copy": { - "name": "Deathtritus", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "These tiny, vaguely humanoid creatures are animated accumulations of tomb litter\u2014shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt." - ] - }, - "Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of the animated bone, dust, hair, and flesh particles that accumulate in tombs, tomb motes are surprisingly smart and vicious.", - "Tomb motes weigh 5 to 8 pounds and measure no more than 1 foot in height.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Tomb motes scurry around in the shadows, trying to surprise visitors in their domain. They like to harry a single target to en masse to make up for their lack of individual strength. If a target seems threatening, they slip back into the darkness until a weaker victim comes along." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Offalian", - "source": "LM", - "_copy": { - "name": "Deathtritus", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Composed of butchered flesh, rotting organs, and pungent fluids, the snakelike creature before you craves the taste of fresh meat." - ] - }, - "Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures. The creatures are filled with an unquenchable hunger that drives them to attack most living creatures.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "An offalian prefers to rush an opponent. The creature bites a foe, grabbing the target and keeping it held while biting it on subsequent turns. If multiple enemies approach an offalian, it hisses and releases a gout of acidic effluvia that burns and blinds would-be attackers." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Osteopede", - "source": "LM", - "_copy": { - "name": "Deathtritus", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Created from dirt, dust, and crushed bone, a centipedelike creature skitters rapidly across the ground towards you." - ] - }, - "Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "An osteopede skitters around the battlefield, never staying in one place for long. Whenever possible, it uses its Skittering Rake to attack multiple enemies." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Dragonscale Slough", - "source": "LM", - "_copy": { - "name": "Deathtritus", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A pile of molten scales slithers before you, possessing the vague shape of a dragon but none of its flesh, blood, or organs." - ] - }, - "A dragonscale slough is made of the animated flesh and scales that fall from dragons. It is common for multiple sloughs to form in the lairs of older dragons. The sloughs have many of the same attitudes and instincts of their progenitors, and they are quite hostile.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Dragonscale sloughs climb up walls and then drop down on unwary prey. Once a slough constricts a creature, it uses Suffocating Scales to silently choke the opponent. If caught or surrounded, the slough will use its Dust Breath and take advantage of the momentary blindness to retreat into hiding before striking again." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Dread Brutes", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Dread Brutes", - "entries": [ - "Dread brutes are unholy corpses or constructs animated to wield their overwhelming strength for labor, protection, or most commonly, violence and destruction." - ] - } - ] - }, - { - "name": "Hulking Corpse", - "source": "LM", - "_copy": { - "name": "Dread Brutes", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Tramping out of the night is a dreadful giant corpse. For all that its eyes are lifeless and devoid of mind, the creature's gaze still promises swift death to any that it can catch and crush in its mighty grip." - ] - }, - "Any undead army would be happy to recruit a hulking corpse. Its raw power combined with its mindless devotion to whatever master is powerful enough to command it ensures a swift victory over lesser foes. Of course, few can command a hulking corpse. Thus, these creatures are often found wandering the night, seeking only to crush, destroy, and rend.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A hulking corpse never employs subtlety or strategy. It bulls in, attempting to grab and rend its foes until they cease moving." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Grave Dirt Golem", - "source": "LM", - "_copy": { - "name": "Dread Brutes", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Preceded by the smell of carrion, this humanoid creature is formed of moist (almost muddy) earth, mixed in with small bone bits, teeth, and rotting cloth scraps, topped with a dirt-encrusted humanoid skull. Its legs are short and thick, and its chest and arms somewhat tapering." - ] - }, - "This humanoid golem is composed of magically coherent grave earth. A grave dirt golem wears no clothing, though sometimes the clothing or the gear of past victims can be found mixed in with the medium of its form.", - "A grave dirt golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 800 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "No one likes to be hit by a grave dirt golem because its filth fouls the wounds of its enemies and reduces their hit point maximums. The golem can regain hit points via its Soul Rend, but once it goes berserk, no known method can re-establish control." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Tombstone Golem", - "source": "LM", - "_copy": { - "name": "Dread Brutes", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - "A {@creature stone golem} becomes a tombstone golem with the following substitutions. Rather than simple stone, the creature is made up of fused grave headstones, inscribed with names in various languages, often more than one name per headstone, along with birth and death dates. Second, its supernatural ability to slow opponents is replaced by the Disrupt Life ability." - ] - } - } - } - }, - { - "name": "Undead Oozes", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Oozes", - "entries": [ - "Infused with necrotic energy, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths." - ] - } - ] - }, - { - "name": "Bloodrot", - "source": "LM", - "_copy": { - "name": "Undead Oozes", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The writhing blob of ooze that approaches you reeks of death, and has a partially melted human skull suspended in its gray jelly." - ] - }, - "Bloodrot oozes are undead jellies that form when humanoids are melted by acid. They are most commonly found around the lairs of black dragons and other creatures that employ acid to slay their foes.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A bloodrot ooze lurks in a dark corner, waiting until its prey comes close before striking. The creature then reaches out and attempts to grab a target and drain the blood from it. Bloodrots crave the blood of their foes, pursuing them without any sense of self-preservation." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Blood Amniote", - "source": "LM", - "_copy": { - "name": "Undead Oozes", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new blood to its oozing body." - ] - }, - "The half-congealed blood of past victims gives a blood amniote its form, and its ties to the Negative Energy Plane give the creature animation. Mindless, it seeks only to pierce the fleshy carapace of all living creatures it comes upon so it can draw out the blood beneath.", - "Though these creatures are mindless, vestiges of past victims completely drained of blood remain imprinted on them. Observers sometimes see these random memories as faces that briefly form on the surface of a blood amniote, only to fall away again to formlessness moments later.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the blood of its victims in full quantity." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Religion} skill.", - { - "name": "DC 15", - "type": "entries", - "entries": [ - "Scholars debate whether the blood amniote arises spontaneously or is crafted intentionally through necromantic rites and mass sacrifices." - ] - }, - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Legend has it that priests of Orcus once unleashed a storm that rained burning blood on two opposing armies. The storm slew the soldiers, and from the blood-soaked ground arose blood amniotes." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Bone Collector", - "source": "LM", - "_copy": { - "name": "Undead Oozes", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "You have encountered the source of the rumbling you have been sensing: a massive, hunchbacked brute that lumbers through the cave ahead. Its limbs and body are composed of assorted bones suspended in a deep purple ooze, and what you thought was its head is actually the oversized skull of a monstrous cave dweller you have never encountered before." - ] - }, - "Bone collectors inhabit subterranean caverns and stalk underground tunnels, killing and scavenging to collect bones to increase their mass. Three massive bone collectors, each rumored to be over 25 feet in diameter, inhabit the Underdark.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Bone collectors send out masses of tendrils to snatch opponents and drain their life. If threatened by numerous foes, it will unleash a barrage of Bone Shards upon them, knowing that it can collect the shards after the battle has been won.", - "Acting purely on animalistic instinct, a bone collector might flee when {@condition bloodied|LM}, boring a massive tunnel through the rock in its wake. Most bone collectors have never had to retreat, however, as most other cave dwellers are either too weak to fight it or are smart enough to leave it alone." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Servants of Darkness", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Servants of Darkness", - "entries": [ - "While most undead act on instinct or impulse, some have been created to serve a higher purpose, to help enact a dark design set forth by a deity, necromancer, or more intelligent undead." - ] - } - ] - }, - { - "name": "Angel of Decay", - "source": "LM", - "_copy": { - "name": "Servants of Darkness", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands." - ] - }, - "Sometimes known as rot harbingers, these beings superficially resemble angels, but there's nothing angelic about them. Their touch causes living flesh to rot.", - "When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "An angel of decay prefers to wade into combat, literally, since it produces a constantly renewing pool of liquid corruption. The angel of decay excels at taking hits and giving them back, prefering to remain close to its enemies so that it may take advantage of its Rotting Aura and Feed on Decay traits." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Religion} skill.", - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the Demon Lord of Undeath created the first angels of decay as mockeries of those he'd slain and sent them to the natural world to wreak havoc on the gods' creation." - ] - }, - { - "name": "DC 30", - "type": "entries", - "entries": [ - "A legion of angels of decay serve Atropus, the World Born Dead, as it wanders from planet to planet in its quest to unmake the gods' work. These angels feed off of the death and decay left in Atropus's wake, and are often found scouring the wastelands of a dead planet for scraps of essence to feed off of." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Blaspheme", - "source": "LM", - "_copy": { - "name": "Servants of Darkness", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice." - ] - }, - "Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to weaken and destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.", - "Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.", - "Blasphemes stand just under 7 feet tall and weigh about 190 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible, so that its master or allies can take advantage of its weakening effect." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Gravetouched Ghoul", - "source": "LM", - "_copy": { - "name": "Servants of Darkness", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This foul humanoid wears a loose shift, but its mottled, decaying flesh is still clearly visible, drawn tightly over bones. Hairless, it has a carnivore's sharp teeth and eyes like hot coals." - ] - }, - "Like traditional ghouls, gravetouched ghouls haunt graveyards, battlefields, and other places rich with the carrion for which they hunger. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "This creature attacks with surprise, attempting to paralyze a target and drag it away from its allies before they can react." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Religion} skill.", - { - "name": "DC 10", - "type": "entries", - "entries": [ - "Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead." - ] - }, - { - "name": "DC 15", - "type": "entries", - "entries": [ - "Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. The transformation from living beings into fell creatures of the night has warped their minds, making them cunning and feral." - ] - }, - { - "name": "DC 20", - "type": "entries", - "entries": [ - "While most humanoids who engage in these foul activities and return from the grave are mere ghouls, in rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard statistics for a ghoul, but instead it becomes a gravetouched ghoul. These gravetouched ghouls are said to be \"touched by the King.\"" - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Entomber", - "source": "LM", - "_copy": { - "name": "Servants of Darkness", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt." - ] - }, - "Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found, dragging corpses or entire coffins behind them as they wander.", - "Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.", - "Most entombers are about 6 feet tall and weigh about 160 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "In melee combat, an entomber's fist is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack. Entombers enjoy entombing unconscious foes that have no chance of fighting back, but unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Spirits", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Spirits", - "entries": [ - "Infused by dark emotions and binding necrotic energy, undead spirits wander the world's shadowy corners and crevices, persisting in a tormented, shadowy state of existence." - ] - } - ] - }, - { - "name": "Quell", - "source": "LM", - "_copy": { - "name": "Spirits", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Two fiery green eyes glare from a shrouded, half-real visage of this vaguely humanoid shade. Either it is dressed in robes, or its ectoplasmic flesh is naturally loose and flowing. Dark symbols hang in the air just above and about its form, free-standing glyphs that viscerally demonstrate the creature's anathema to all things divine." - ] - }, - "Quells are incorporeal creatures of malevolence and the night. They despise all living things, as well as the light that nurtures them, but the urge that truly drives them is their hatred of those who serve deities.", - "If they could, quells would commit deicide, though of course such actions are far beyond a quell's power. However, while a quell cannot directly affect a deity, it does have a power over the connection between a deity and its followers.", - "Because of their powers, quells are sought out by bands of more powerful undead or necromancers.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Quells attack directly in combat. Their true power lies in their ability to break connections between clerics and their deities." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Spectral Lyrist", - "source": "LM", - "_copy": { - "name": "Spirits", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A smiling, brightly clothed figure stands before you." - ] - }, - "In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.", - "A spectral lyrist can appear as any Medium humanoid, and it doesn't share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its spells on them." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Crypt Chanter", - "source": "LM", - "_copy": { - "name": "Spirits", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?" - ] - }, - "A crypt chanter's voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral violas, flutes, drums, or any other instruments they choose, varying from chanter to chanter.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A crypt chanter's strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Dream Vestige", - "source": "LM", - "_copy": { - "name": "Spirits", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "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." - ] - }, - "A dream vestige is a hunter; it hunts for other creatures to incorporate into itself\u2014mind and body, living or undead. Thus, even the undying have cause to fear a dream vestige, which preys on its own. It stalks prey on rooftops, behind walls, or under floors, unseen by its victims. A sudden visceral dread heralds the creature's arrival, at which time the whispers, moans, and lamenting of its subsumed victims becomes audibly apparent.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A dream vestige uses every ability it has at its disposal to disrupt and crumble the minds and bodies of the living, seeking to draw ever more creatures into itself." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill History} or {@skill Religion} skill.", - { - "name": "DC 15", - "type": "entries", - "entries": [ - "The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Undead Aviary", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Undead Aviary", - "entries": [ - "Most undead are land-bound, but a few can take to the skies, spreading corruption and death on the wing." - ] - } - ] - }, - { - "name": "Skin Kite", - "source": "LM", - "_copy": { - "name": "Undead Aviary", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you." - ] - }, - "Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.", - "No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.", - "A skin kite has no body, only a wingspan, which is about 5 feet. It weighs about 5 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim's skin. After using Meld to absorb a target's skin, the skin kite attempts to Disengage and retreat to a safe location where it can use Launch Kite without provoking opportunity attacks." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Skirr", - "source": "LM", - "_copy": { - "name": "Undead Aviary", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "A faint whirring sound and the stench of death precedes a great shape scudding through the air. The creature has a humanoid form with the skull of a long-toothed bull. Its upper arms are great wings, and its lower legs end in cruel, clawed talons. No skin or fur can be seen beneath the dingy gray funerary wrappings that cover the entire creature like a mummy." - ] - }, - "Skirrs are predators that hunt the edges of necropolises, great expanses of deadly swamps, deserts, or other places where victims might be found alone, hurt, and pressed by dangers from directions other than the sky. That's when skirrs swoop in to attack.", - "Skirrs measure, wingtip-to-wingtip, 30 feet or more, and weigh about 20,000 pounds.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Skirrs are predators that scavenge the bodies of those killed by sudden stops. Their favored tactic is to swoop down, grab a victim, ascend to a height of at least 200 feet, and then drop the victim in a deadly fall." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Paralyth", - "source": "LM", - "_copy": { - "name": "Undead Aviary", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "From the skies descends not a bird nor winged beast, but a floating brain with its spine still attached. Crackling with black lightning, you hear a foul cackle echo through your mind as your muscles begin to twitch under a will that is not your own." - ] - }, - "Made sentient through foul magic, a paralyth is the animated spine and brain of a humanoid. Instead of being put in a jar, the brain is given the power of flight and can emit waves of electricity from its spinal cord. The brain is empowered with potent psionic abilities, allowing the paralyth to enslave weak-minded creatures that can enact its dark will.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Paralyths have a strong sense of self-preservation, which makes them pause at the edge of combat. They prefer to let their enslaved minions do the dirty work, but may swoop in when the opportunity arises to unleash a blast of its Nervous Feedback." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Arcana} skill.", - { - "name": "DC 15", - "type": "entries", - "entries": [ - "Paralyths are created when necromancers extract the brains and spines from recent victims. However, sometimes a paralyth is created from the necromancer itself in an attempt to preserve their sharp minds even in death." - ] - }, - { - "name": "DC 20", - "type": "entries", - "entries": [ - "A few cunning paralyths will encase themselves within the body of a construct, granting them physical protection and the use of the construct's limbs at the cost of their flight capabilities." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Unrisen", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Unrisen", - "entries": [ - "Magic go awry, and when the magic is {@spell raise dead} or a similar resurrection spell, the results can be grim. The spell might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing\u2014it returns as an unrisen.", - { - "type": "entries", - "name": "Lore", - "entries": [ - { - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Arcana} or {@skill Religion} skill.", - { - "name": "DC 15", - "type": "entries", - "entries": [ - "An unrisen is the corrupt result of a failed attempt to resurrect a beast or a humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby living creatures, which it views as responsible for its death. The most common types of unrisen are children, pets, mounts, and figures of prominence in a community, such as mayors or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them." - ] - }, - { - "name": "DC 18", - "type": "entries", - "entries": [ - "Unrisen are drawn to each other and can sense the presence of their kind. They sometimes travel the world, searching for others of their kind to form vile groups." - ] - }, - { - "name": "DC 21", - "type": "entries", - "entries": [ - "Most unrisen are very clever. They pretend to be normal, sometimes insinuating themselves back into their former lives, convincing their friends and family that the resurrection ritual worked successfully." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "Vile Pet", - "source": "LM", - "_copy": { - "name": "Unrisen", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The dog before you appears not as a friendly companion, but as a rabid beast that seeks to maim and kill anything that gets near it. With sickly yellow flesh made bare by missing chunks of fur, it is a wonder that this animal is alive at all." - ] - }, - "A vile pet acts much like a living beast infected with rabies, and is characterized by uncurable pestilence of the flesh. Any poor soul that attempts to calm it down will be met with a filthy bite that leaves it hungrier by the day until it can no longer sustain itself.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Vile pets tend to run in packs, overrunning commoners in attempt to spread disease. They try to flank a target and use their Filthy Bites. However, the creatures are cowardly and flee if faced with a threatening adversary." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Slaymate", - "source": "LM", - "_copy": { - "name": "Unrisen", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin." - ] - }, - "When a guardian's betrayal, either outright or through negligence, leads to the death of a child, a resurrection spell or even pure chance may cause its corpse to rise as a slaymate. A slaymate's appearance is a weird and twisted reflection of the form it had in life.", - "Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate's special abilities.", - "A slaymate is about the height and weight of an eight-year-old human child.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Slaymates prefer to attack from the shadows, preferably on the back of a necromancer guardian if it has one. When forced to fight, the slaymate prefers to use its disease-laden bite, or a small knife if provided with one." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Tainted Priest", - "source": "LM", - "_copy": { - "name": "Unrisen", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The once-friendly priest slips out a wicked grin, their jagged teeth possessing a ghoulish yellow tint, presenting a stark contrast to the warm smile you were once familiar with. Black staff in hand, the priest mutters a prayer in a language you don't understand and prepares to defend their church from the interlopers before them." - ] - }, - "When a cleric's resurrection goes wrong, a dark god might spot a chance to intervene, corrupting their connection to the divine so that the newly formed tainted priest may serve their religion instead. With a false aura that prevents their fellow holy men from detecting their true nature, a tainted priest will slowly corrupt their former church into a blasphemous mockery of what it once was.", - "If given enough time to amass an undead army and to corrupt their once-innocent followers into servants of evil, a tainted priest will attempt to destroy their church and the settlement surrounding it. They will then pose as a refugee of this terrible tragedy and flee to another church of their original faith, rising the ranks and starting the infection process again. A tainted priest may even seek to purposefully create other unrisen, taking advantage of \"unfortunate accidents\" that kill innocent children or pets and altering their own resurrection magic to ensure that the victim rises as another of their kind.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "A tainted priest prefers to remain at a distance, using its ranged spells as much as possible. If approached in melee, the creature uses vile eruption to weaken its opponent and then escape. Otherwise, the priest whacks the foe with its staff, gaining hit points before retreating." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Wraiths", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Wraiths", - "entries": [ - "Wraiths hate the living and seek to create more of their kind by killing mortals they encounter. They are joyless beings that dwell in the darkness." - ] - } - ] - }, - { - "name": "Moon Wraith", - "source": "LM", - "_copy": { - "name": "Wraiths", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "The howling that interrupted your sleep grows louder and louder, but you hear no disturbances amongst the trees around you. Then, from the corner of your eye, you see a distortion in the light of the moon shining down on you. Looking closer, you see a translucent werewolf floating above you, its shadowy claws twitching in anticipation for blood to be spilled." - ] - }, - "Moon wraiths are spectral apparitions that are created when a lycanthrope dies during its transformation. They are strongest under moonlight or starlight.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Moon wraiths use hit-and-run tactics, flying though enemies with Umbral Dash as often as possible. If {@condition bloodied|LM}, they retreat and regenerate as many hit points as possible before diving back into the fray." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Oblivion Wraith", - "source": "LM", - "_copy": { - "name": "Wraiths", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "Just as the bride finishes saying her vows, a hooded figure drops down from the ceiling, plunging a sword into her back and out the other side. The audience shrieks in horror as blood drips from the wound, staining her once perfect white dress. As she takes her last exhale, a shadowy spirit emerges from her mouth and takes form above the stage. The spirit shrieks in anguish and malice, surprising the assassin and wedding-goers alike, and prepares to exact revenge upon the unwary killer that ruined her wedding." - ] - }, - "An oblivion wraith is a large, shadowy rip in reality that absorbs light and distorts its surroundings. It is created when a person dies violently during an important life event, such as a wedding or a coronation.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "The oblivion wraith seeks to share its suffering with as many creatures as possible via Obliviate. If attacked, it teleports away using Shadow Glide and unleashes Nihil Blasts upon the interloper getting in the way of its twisted, hateful vengeance. If {@condition bloodied|LM}, the wraith isn't above fleeing and regaining its strength so that it may destroy the living another day." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Vortex Wraith", - "source": "LM", - "_copy": { - "name": "Wraiths", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "You see the townsfolk fleeing en masse and letting out shrieks of horror. Turning the corner, you see that the shrieks come not just from the innocent civilians, but from the vortex of blackened souls swirling through the street. Between their cries you can hear pleas for help from these spirits, even as the civilians they grasp at wither away and join their ranks." - ] - }, - "A vortex wraith is an amalgamation of souls killed simultaneously through violent means. Unaware of its death, the vortex wraith begs for help from any living creature it encounters, clinging onto it for help until it withers away and joins the vortex as another oblivious victim.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "The vortex wraith seeks out the nearest living creatures for assistance, using Grasp for Help, Fearful Embrace, and Desperate Plea to bring them closer and keep them there. Once attacked, the wraith will become afraid and use Summon Aid to defend itself, but will still seek to embrace the attacker as normal. If {@condition bloodied|LM} or exposed to light, the wraith will flee as best it can, but not without using its abilities on the civilians it passes along the way." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Ghost Brute", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Ghost Brute", - "entries": [ - "Ghost brutes are the spectral remnants of animals, magical beasts, sentient plants, and other creatures without enough Intelligence to become normal ghosts. They drift aimlessly, haunting the places where they died and moaning in endless misery.", - "A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid's animal companion. In most cases, laying the associated being to rest also puts an end to the ghost brute.", - "However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "In addition to serving intelligent ghosts, ghost brutes work well as companions to necromancers and evil cultists. A brute's incorporeal nature allows it to guard enclosed spaces easily, and prevents the need for its master to keep it alive or maintain its corpse. Owls and other birds that become ghost brutes are also very effective as familiars for those unafraid to associate with undeath.", - "In a rare case, a pack of ghost brutes might terrorize a small settlement or two. The high concentration of unliving spirits in a small area may attract the attention of sinister forces that may use it to their advantage, which is all the more reason for such a threat to be dealt with as soon as possible." - ] - }, - { - "type": "entries", - "name": "Ghost Brute Template", - "entries": [ - "Only an unaligned beast or plant can become a ghost brute, although the DM may allow creatures of other alignments to become ghost brutes as appropriate. When a living creature (referred to as the base creature) is transformed into a ghost brute, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The ghost brute is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The ghost brute's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The ghost brute's walking speed is set to 0, and it loses all other forms of movement. It then gains a magical flying speed of 40 feet, and it can hover." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The ghost brute's Charisma score is set to its Strength or Dexterity score (whichever is higher). Its Strength score is then halved, to a minimum of 1." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The ghost brute has the same vulnerabilities, resistances, and immunities as a {@creature ghost}. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The ghost brute can't be charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The ghost brute gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the ghost brute does not gain darkvision." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The ghost brute loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The ghost brute might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the ghost brute retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The ghost brute gains the traits below.", - { - "type": "entries", - "name": "Ethereal Sight", - "entries": [ - "The ghost brute can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." - ] - }, - { - "type": "entries", - "name": "Incorporeal Movement", - "entries": [ - "The ghost brute can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." - ] - }, - { - "type": "entries", - "name": "Withering Touch", - "entries": [ - "The ghost brute's attacks deal necrotic damage instead of their normal damage type." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The ghost brute gains the action options below.", - { - "type": "entries", - "name": "Etherealness", - "entries": [ - "The ghost brute enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." - ] - }, - { - "type": "entries", - "name": "Bloodcurling Howl (Recharge 6)", - "entries": [ - "The mournful howling of the ghost brute chills the living to the core. Each living creature within 30 feet of the ghost brute that can hear it must succeed on a Wisdom saving throw (DC 8 + the ghost brute's proficiency bonus + its Charisma modifier) or be frightened for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute's Bloodcurling Howl for the next 24 hours." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "Ghost Hound", - "source": "LM", - "_copy": { - "name": "Ghost Brute", - "source": "LM" - } - }, - { - "name": "Half-Vampire", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Half-Vampire", - "entries": [ - "In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with a humanoid, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid who barely survives a vampire's bite attack, the child may be born \"tainted\" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead.", - "A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.", - "Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.", - "Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "As humanoids, half-vampires can be as varied and interesting as any other intelligent creature type. Most end up becoming servants of fully blooded vampires, but others may choose to rebel against their bloodline and hunt down their undead brethren to serve the greater good.", - "Most notable half-vampires keep their heritage secret, the reveal of which may make a great twist or plot point in your campaign. Meanwhile, half-vampires that openly embrace their bloodline typically become leaders and warlords amongst the normal humanoids of their kind, whether due to their Charm ability, their natural charismatic nature, or both." - ] - }, - { - "type": "entries", - "name": "Half-Vampire Template", - "entries": [ - "Only a humanoid can be born as a half-vampire, although the DM may allow creatures of other types to be half-vampires as appropriate. When a living creature (referred to as the base creature) is born as a half-vampire, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The half-vampire's Charisma score increases by 2, to a maximum of 22." - ] - }, - { - "type": "entries", - "name": "Damage Resistances", - "entries": [ - "The half-vampire gains resistance to necrotic damage." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The half-vampire gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the half-vampire does not gain darkvision." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The half-vampire gains the traits below.", - { - "type": "entries", - "name": "Regeneration", - "entries": [ - "The half-vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the half-vampire takes radiant damage, this trait doesn't function at the start of the half-vampire's next turn." - ] - }, - { - "type": "entries", - "name": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the half-vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The half-vampire gains the action options below.", - { - "type": "entries", - "name": "Multiattack", - "entries": [ - "The half-vampire makes two claw attacks. It can substitute one of these attacks with a bite attack." - ] - }, - { - "type": "entries", - "name": "Bite", - "entries": [ - "If the base creature already has a Bite action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals piercing damage to one target that is grappled by the half-vampire, {@condition incapacitated}, or {@condition restrained}. The damage dice of the attack is equal to one of the half-vampire's hit dice.", - "The target also takes necrotic damage equal to two of the half-vampire's hit dice. The target suffers health drain equal to the necrotic damage taken, and the vampire regains hit points equal to that amount." - ] - }, - { - "type": "entries", - "name": "Claws", - "entries": [ - "If the base creature already has a Claw or Claws action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals slashing damage to one target, with its damage dice being equal to one of the half-vampire's hit dice. Instead of dealing damage, the half-vampire can {@condition grappled|PHB|grapple} the target (escape DC 10 + the half-vampire's Strength modifier)." - ] - }, - { - "type": "entries", - "name": "Charm", - "entries": [ - "The half-vampire targets one humanoid it can see within 30 feet of it. If the target can see the half-vampire, the target must succeed on a Wisdom saving throw (DC 8 + the half-vampire's proficiency bonus + its Charisma modifier) against this magic or be {@condition charmed} by the half-vampire. The charmed target regards the half-vampire as a trusted friend to be heeded and protected. Although the target isn't under the half-vampire's control, it takes the half-vampire's requests or actions in the most favorable way it can.", - "If the half-vampire or the half-vampire's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the half-vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "Half-Vampire Gnoll Pack Lord", - "source": "LM", - "_copy": { - "name": "Half-Vampire", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "The hyena-headed figure standing before you has a particularly feral appearance, its muscular hands clenched tightly around a glaive." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "The half-vampire gnoll pack lord acts mostly as a normal pack lord would. It isn't smarter or physically stronger than the average pack lord, but the martial prowess being a half-vampire grants alongside the ability to charm other gnolls allows a half-vampire gnoll pack lord to lead its pack more strictly and effectively than the typical pack lord ever could." - ] - } - ] - } - } - } - }, - { - "name": "Hooded Pupil", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Hooded Pupil", - "entries": [ - "A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life.", - "Hooded pupils usually are found serving an \"apprenticeship\" with a more powerful intelligent undead. The undead master sometimes has need for living servants to advance its ends in societies of the living. On the other hand, the living pupil sees firsthand what it means to fully embrace the darkness.", - "Hooded pupils are usually only created when a powerful undead bequeaths a secret of necromancy to one who accepts its truth. As testament to their apprenticeship, hooded pupils are most often dressed in some sort of ominous hooded mantle.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "As apprentices of intelligent undead, hooded pupils usually stick close to their master, watching as they proceed with their experiments or advance their plans. On occasion, a hooded pupil might be sent out to gain some real world experience or to carry out a delicate stage of its master's plans. If the party encounters the pupil during such a stage, the pupil will most likely attempt to retreat and inform its master of this threat.", - "On occasion, a hooded pupil might act on its own due to the destruction or unavailability of its master. Orphaned pupils like these use the skills they learned to become leaders of cults and other organizations that serve the interests of their master, posthumously or otherwise." - ] - }, - { - "type": "entries", - "name": "Hooded Pupil Template", - "entries": [ - "Only a humanoid or giant may become a hooded pupil, although the DM may allow creatures of other types to become hooded pupils as appropriate. When a living creature (referred to as the base creature) becomes a hooded pupil, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The hooded pupil's Charisma score increases by 2, to a maximum of 22 and a minimum of 14." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The outermost layers of the hooded pupil's skin thickens into an all-encompassing yellow callus, granting the hooded pupil natural armor and a +2 bonus to AC." - ] - }, - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The hooded pupil gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The hooded pupil gains a magical flying speed of 20 feet." - ] - }, - { - "type": "entries", - "name": "Skills", - "entries": [ - "The hooded pupil gains proficiency in Arcana and Religion." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The hooded pupil gains resistance to cold and necrotic damage." - ] - }, - { - "type": "entries", - "name": "Undying Nature", - "entries": [ - "The hooded pupil can hold its breath indefinitely, and it doesn't require food, water, or sleep. It also doesn't suffer from {@condition exhaustion|PHB}." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The hooded pupil gains the traits below.", - { - "type": "entries", - "name": "Innate Spellcasting", - "entries": [ - "The hooded pupil chooses four necromancy spells: one cantrip, one 1st-level spell, one 2nd or 3rd-level spell, and one 3rd or 4th-level spell. It can cast the first two spells at will, the third spell twice per day, and the fourth spell once per day. Charisma is the hooded pupil's innate spellcasting ability for these spells." - ] - }, - { - "type": "entries", - "name": "Unholy Weapons", - "entries": [ - "The hooded pupil's weapon attacks are magical. When the hooded pupil hits with any weapon, the weapon deals an extra 2d6 necrotic damage." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The hooded pupil gains one of the bonus action options below.", - { - "type": "entries", - "name": "Create Undead", - "entries": [ - "The hooded pupil magically summons a skeleton or zombie in an unoccupied space within 30 feet of it. Undead summoned in this way act on the same initiative count and follow the hooded pupil's order to the best of their ability. The hooded pupil can have up to five undead summoned by this ability at a time, and any undead summoned by this ability crumbles into dust after 1 minute." - ] - }, - { - "type": "entries", - "name": "Drink Blood (Recharge 5-6)", - "entries": [ - "The hooded pupil can suck or drink blood from the wounds of a creature within its reach that doesn't have all of its hit points. The creature must willing, grappled by the hooded pupil or one of its allies, incapacitated, or restrained. Roll a d6 a number of times equal to the base creature's Challenge Rating. The target takes necrotic damage and suffers health drain equal to the total, and the hooded pupil regains hit points equal to the damage dealt." - ] - }, - { - "type": "entries", - "name": "Shadow Form (Recharge 4-6)", - "entries": [ - "The hooded pupil magically transforms into an amorphous mass of darkness until the end of the turn. During this time, the hooded pupil is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the hooded pupil remain in its possession." - ] - }, - { - "type": "entries", - "name": "Weakening Burst (Recharge 5-6)", - "entries": [ - "The hooded pupil emits a burst of negative energy. Roll a d6 a number of times equal to half the base creature's Challenge Rating. Each living creature within 30 feet of the pupil takes necrotic damage equal to the total of the d6s (Constitution save for half, DC 8 + the hooded pupil's proficiency bonus + its Charisma modifier). If the saving throw fails by 5 or more, a target also can't regain hit points and has its speed halved until the end of the hooded pupil's next turn." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "Hooded Pupil Ettin", - "source": "LM", - "_copy": { - "name": "Hooded Pupil", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "A smell like an open grave heralds this hulking figure. It is draped in ominous black folds, its features lost beneath a night-dark hood wide enough to conceal more than a single head." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "A hooded pupil ettin relishes its heightened abilities in combat, usually beginning any conflict by using the {@spell bestow curse} spell on the strongest looking enemy. Once threats are dealt with, it attempts to drink the blood of any smaller enemy it can grapple." - ] - } - ] - } - } - } - }, - { - "name": "Mummified Creature", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Mummified Creature", - "entries": [ - "Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning spirit of vengeance, hunting those who desecrated the site it was tasked to defend.", - "A mummy appears withered and desiccated, its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages. Symbols of the deity it once served often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Mummies can be used as a basic enemy type in a variety of situations. Mummies with an Intelligence score of 7 or less are typically used as servants for intelligent undead or otherwise end up being fodder for your party to deal with in a straightforward manner. The mummy's specific purpose ultimately depends on the reason behind its preservation, but all mummified creatures follow the specific instructions laid out by its creator when possible.", - "When a mummified creature has an Intelligence score of 8 or higher, its mental facilities are typically used to lead other mummies in order to carry out their master's instructions more effectively. Sometimes an exceptionally intelligent mummy can break free of the site it guards and become a powerful force of evil in its own right (see the sidebar below)." - ] - }, - { - "type": "entries", - "name": "Mummified Creature Template", - "entries": [ - "Only a Huge or smaller giant, humanoid, or monstrosity may become a mummified creature, although the DM may allow creatures of other types to be mummified as appropriate. When a living creature (referred to as the base creature) is transformed into a mummy, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The mummy is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The mummy's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The mummy gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The mummy's speed is reduced by 10 feet." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The mummy's Strength and Charisma scores are each increased by 2, to a maximum of 22 and to a minimum of 13. Its Dexterity and Intelligence scores are each decreased by 2, to a minimum of 4." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The mummy gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The mummy is also immune to necrotic and poison damage, and it is vulnerable to fire damage. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The mummy can't be {@condition charmed|PHB}, {@condition frightened|PHB}, {@condition paralyzed|PHB}, or {@condition poisoned|PHB}. It also doesn't suffer from {@condition exhaustion|PHB}." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The mummy gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the mummy does not gain darkvision." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The mummy loses any trait, such as Amphibious, that assumes a living physiology. The mummy might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the mummy retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The mummy gains the traits below.", - { - "type": "entries", - "name": "Mummy Rot", - "entries": [ - "When the mummy hits a creature with a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), the attack deals an additional 10 (3d6) necrotic damage, and the target must succeed on a Constitution saving throw (8 + the mummy's proficiency bonus + its Constitution modifier) or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@i remove curse} spell or similar magic." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The mummy gains the action options below.", - { - "type": "entries", - "name": "Multiattack", - "entries": [ - "If the base creature already had the Multiattack action, it can keep it; additionally, the mummy can forgo one attack per turn to use Dreadful Glare. Otherwise, the mummy can use its Dreadful Glare and makes one attack with its rotting fist." - ] - }, - { - "type": "entries", - "name": "Fist", - "entries": [ - "If the base creature already had a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it doesn't gain this action. Otherwise, this attack uses the mummy's Strength modifier to determine its attack bonus and damage. This attack deals bludgeoning damage to one target, with its damage dice being equal to two of the mummy's hit dice." - ] - }, - { - "type": "entries", - "name": "Dreadful Glare", - "entries": [ - "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Wisdom saving throw (DC 8 + the mummy's proficiency bonus + its Charisma modifier) against this magic or become {@condition frightened|PHB} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed|PHB} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." - ] - } - ] - } - ] - }, - { - "type": "inset", - "name": "From Free Mummy to Mummmy Lord", - "entries": [ - "When an intelligent mummy breaks free of the temple or tomb it guards, it becomes a free mummy that can wander anywhere of its own choosing. Since the threat of most mummies and mummy lords are confined to the site they were buried at, most organizations are unprepared for the rise of a free mummy and any army it creates. As such, even the most bitter organizations will find themselves putting aside their differences if it means that the free mummy is destroyed as soon as possible.", - "When a free mummy first emerges, its most likely course of action is to find a way to ascend to mummy lord status. Assuming its preserved heart has been lost to time along with its other organs, a free mummy will seek out the proper materials to craft an artificial heart. It then seeks out or reanimates a priest that can magically bind the mummy to its new heart.", - "However, this process tends to be imperfect, requiring the newly created mummy lord to sustain its heart with regular human sacrifices, much like a lich would require. The frequency of sacrifices begins to increase over time, and soon enough the mummy lord finds itself raising an army to slaughter settlement upon settlement in a desperate attempt to cling to its final remnants of unlife." - ] - } - ] - } - ] - }, - { - "name": "Mummified Ogre", - "source": "LM", - "_copy": { - "name": "Mummified Creature", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "A large figure covered in funeral wrappings appears before you. Large gaps between the wrappings reveals its severe lack of flesh, and the decayed state of its bones makes it clear that this being has been dead for a long time. The creature's wrappings and deterioration make it hard to identify, but its gait and loud roar are definitively those of an enraged ogre." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "In melee combat, a mummified ogre delivers a powerful blow. Even if it had no other abilities, its great strength and grim determination would make it a formidable opponent." - ] - } - ] - } - } - } - }, - { - "name": "Necromental", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Necromental", - "entries": [ - "A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Necromentals make great servants for spellcasters specialized in the schools of conjuration and necromancy. They also work well as enemies in the Elemental Chaos or on other planes of existence where humanoid undead aren't nearly as common.", - "While normal elementals won't treat them any differently, intelligent elementals and primordials have great disdain for necromentals and will attack them on sight." - ] - }, - { - "type": "entries", - "name": "Necromental Template", - "entries": [ - "Only an elemental may become a necromental. When an elemental (referred to as the base creature) is transformed into a necromental, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The necromental is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The necromental's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The necromental gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The necromental's Intelligence and Charisma scores are each halved, to a minimum of 1." - ] - }, - { - "type": "entries", - "name": "Damage Immunities", - "entries": [ - "The necromental gains immunity to necrotic and poison damage." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The necromental can't be {@condition poisoned|PHB} or unconscious. It also doesn't suffer from {@condition exhaustion|PHB}." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The necromental gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necromental does not gain darkvision." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The necromental gains the traits below.", - { - "type": "entries", - "name": "Create Spawn", - "entries": [ - "An elemental slain by the necromental rises as a necromental after 24 hours." - ] - }, - { - "type": "entries", - "name": "Life Draining Aura", - "entries": [ - "At the start of each of the necromental's turns, each creature within 15 feet of it must succeed on a Constitution saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifer) or take necrotic damage equal to two of the necromental's hit dice. A target also suffers health drain equal to the damage taken." - ] - }, - { - "type": "entries", - "name": "Touch of Death", - "entries": [ - "When the necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The necromental gains one of the action options below.", - { - "type": "entries", - "name": "Disrupt Life (Recharge 5-6)", - "entries": [ - "Each living creature within 15 feet of the necromental takes necrotic damage equal to four of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier)." - ] - }, - { - "type": "entries", - "name": "Steal Life (Recharge 5-6)", - "entries": [ - "The necromental sucks the life force out of everything within a 15-foot cone. Each living creature in the area takes necrotic damage equal to two of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier). The necromental regains hit points equal to the total damage dealt to all targets." - ] - }, - { - "type": "entries", - "name": "Weaken (Recharge 5–6)", - "entries": [ - "The necromental targets one or more living creatures it can see within 10 feet of it. Each target must make a Wisdom saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifier) against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute (save ends)." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "Earth Necromental", - "source": "LM", - "_copy": { - "name": "Necromental", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "This walking pile of crumbling earth and stone radiates a palpable aura of death." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "An earth necromental smashes into combat like a typical earth elemental, though with even more devastating results, thanks to its necromantic abilities." - ] - } - ] - } - } - } - }, - { - "name": "Necropolitan", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Necropolitan", - "entries": [ - "Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration (see below).", - "A necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "While necropolitan aren't inherently evil, many factions in your campaign would seek to destroy them if they discovered the existence of these undead." - ] - }, - { - "type": "entries", - "name": "Necropolitan Template", - "entries": [ - "Only a humanoid, or monstrosity may become a necropolitan, although the DM may allow creatures of other types to become a necropolitan as appropriate. When a living creature (referred to as the base creature) is transformed into a necropolitan, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The necropolitan is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The necropolitan's Constitution score increases by 2, to a maximum of 22." - ] - }, - { - "type": "entries", - "name": "Damage Immunities", - "entries": [ - "The necropolitan is immune to cold, necrotic, and poison damage." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The necropolitan can't be {@condition charmed|PHB}, {@condition frightened|PHB}, {@condition paralyzed|PHB}, or {@condition poisoned|PHB}. It also doesn't suffer from {@condition exhaustion|PHB}." - ] - }, - { - "type": "entries", - "name": "Skills", - "entries": [ - "The necropolitan gains expertise with two skills of its choice, which means its proficiency bonus is doubled for any ability check it makes with it." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The necropolitan gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necropolitan does not gain darkvision." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The necropolitan loses any trait, such as Amphibious, that assumes a living physiology. The necropolitan might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional traits as described in the sections below. Otherwise, the necropolitan retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The necropolitan gains the traits below.", - { - "type": "entries", - "name": "Aversion of Radiance", - "entries": [ - "If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." - ] - }, - { - "type": "entries", - "name": "Clarity of Death", - "entries": [ - "The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." - ] - }, - { - "type": "entries", - "name": "Magic Resistance", - "entries": [ - "The necropolitan has advantage on saving throws against spells and other magical effects." - ] - }, - { - "type": "entries", - "name": "Negative Energy Absorption", - "entries": [ - "Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt." - ] - }, - { - "type": "entries", - "name": "Turn Resistance", - "entries": [ - "The necropolitan has advantage on saving throws against effects that turn undead." - ] - }, - { - "type": "entries", - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead." - ] - } - ] - } - ] - }, - { - "type": "inset", - "name": "Ritual of Crucimigration", - "entries": [ - "Any humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.", - "{@b The Ritual:} The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back-the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.", - "The ceremony lasts for 24 hours\u2014the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner's last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.", - "If the ritual is interrupted before it is completed, the petitioner is merely dead." - ] - } - ] - } - ] - }, - { - "name": "Necropolitan Mage", - "source": "LM", - "_copy": { - "name": "Necropolitan", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "This withered humanoid has eyes so blue they are more accurately described as white, as if drained of color and life. The figure wears severe black clothing and clutches a thin wand in one gnarled hand." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "This necropolitan acts much like a typical mage, though it focuses its attacks on any character prominently displaying a holy symbol or otherwise appearing to be a cleric or paladin." - ] - } - ] - } - } - } - }, - { - "name": "Swarm-Shifter", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Swarm-Shifter", - "entries": [ - "The vampire that explodes into a flock of bats, the mummy that crumbles into a pile of scorpions\u2014these are swarm-shifters, undead that have been granted the dark power to become swarms.", - "A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their form of undeath.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "The swarm-shifter template is primarily a mechanical tool to make an encounter memorable, rather than a narrative tool to make unique villains. However, the ability to turn into a swarm may also allow an undead to easily spy or scout out areas without being detected.", - "Swarm-shifters are also adept at using their swarm form to escape, which can be used to establish reoccurring villains in your campaign." - ] - }, - { - "type": "entries", - "name": "Swarm-Shifter Template", - "entries": [ - "Only an undead creature can become a swarm-shifter. When an undead (referred to as the base creature) becomes a swarm-shifter, it gains the Shapechanger trait below. Note that unlike most templates, an undead can potentially acquire this template more than once, gaining a new swarm option with each application.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Shapechanger", - "entries": [ - "The swarm-shifter can use its bonus action to polymorph into a swarm of undead creatures, chosen from the list of options below when this template was applied. The swarm-shifter can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The swarm-shifter reverts to its true form if it dies or falls unconscious. The swarm-shifter can revert to its true form using a bonus action on its turn.", - "While in a new form, the swarm-shifter retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks. It loses any attack that relies on the use of its equipment or normal body, and it can cast its spells with verbal or somatic components in its new form.", - "The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. The swarm-shifter can choose to use one of its normal attack bonuses or saving throw DCs in place of an attack bonus or saving throw DC of the new form, respectively. Additionally, the swarm-shifter can choose to keep its original size, or it can become the size denoted in the new form's statistics." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Swarm Options", - "entries": [ - "When selecting a swarm-shifter option, any swarm of Tiny beasts or undead with an Intelligence score of 5 or less may qualify. In addition, the stat blocks below are designed to work well in tandem with the swarm-shifter template:", - { - "type": "list", - "items": [ - "{@creature Bloodmote Cloud|LM}", - "{@creature Swarm of Leeches|LM}", - "{@creature Swarm of Scorpions|LM}", - "{@creature Swarm of Tomb Motes|LM}", - "{@creature Swarm of Worms|LM}" - ] - } - ] - } - ] - } - ] - }, - { - "name": "Scorpion-Shifter Mummy", - "source": "LM", - "_copy": { - "name": "Swarm-Shifter", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "A skittering swarm of scorpions five feet across approaches you. The swarm contracts, merging together and compacting. Suddenly, it coalesces into a withered corpse in funeral wrappings." - ] - }, - { - "name": "Combat", - "type": "entries", - "entries": [ - "A scorpion-shifter mummy acts much like a regular mummy. It typically prefers to fight while in swarm form, but it may transform back if it is {@condition bloodied|LM}. It may also transform into a swarm as a method of escape; while its swarm form is even slower than its mummy form, its Swarm trait allows it to escape via small openings that its mummy form wouldn't fit through." - ] - } - ] - } - } - } - }, - { - "name": "Umbral Creature", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Umbral Creature", - "entries": [ - "Like shadows, umbral creatures are creatures of living darkness. They hate life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents.", - "An umbral creature looks like a shadowy version of a material creature, and it may easily be mistaken for a living creature from the Plane of Shadow. Umbral creatures are diffi cult to see in dark or gloomy areas, but they stand out starkly in brightly illuminated places.", - "Natural enemies of all that live, umbral creatures are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them.", - { - "type": "entries", - "name": "Umbral Creature Template", - "entries": [ - "Only an aberration, dragon, giant, beast, or monstrosity may become an umbral creature; humanoids become {@creature shadow|MM|shadows} instead. When a living creature (referred to as the base creature) becomes an umbral creature, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The umbral creature is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The umbral creature's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The umbral creature's walking speed increases by 10 feet, and it loses all other forms of movement." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The umbral creature's Dexterity score increases by 2, to a maximum of 22 and a minimum of 14. However, if its Strength score is higher than its new Dexterity score, the umbral creature's Dexterity rises to match its Strength. Its Strength score is then halved, to a minimum of 1." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The umbral creature has the same vulnerabilities, resistances, and immunities as a {@creature shadow}. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The umbral creature can't be {@condition frightened|PHB}, grappled, {@condition paralyzed|PHB}, petrified, {@condition poisoned|PHB}, prone, or restrained. It also doesn't suffer from {@condition exhaustion|PHB}." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The umbral creature gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. The umbral creature loses all other senses." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The umbral creature loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The umbral creature might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the umbral creature retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The target gains the following traits.", - { - "type": "entries", - "name": "Amorphous", - "entries": [ - "The umbral creature can move through a space as narrow as 1 inch wide without squeezing." - ] - }, - { - "type": "entries", - "name": "Create Spawn", - "entries": [ - "When a non-evil humanoid is slain by the umbral creature, a shadow rises from its corpse 1d4 hours later." - ] - }, - { - "type": "entries", - "name": "Shadow Stealth", - "entries": [ - "While in dim light or darkness, the umbral creature can take the Hide action as a bonus action, and its proficiency bonus is doubled for any check it makes using the Stealth skill." - ] - }, - { - "type": "entries", - "name": "Strength Drain", - "entries": [ - "When the umbral creature deals damage to a creature, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." - ] - }, - { - "type": "entries", - "name": "Sunlight Weakness", - "entries": [ - "While in sunlight, the umbral creature has disadvantage on attack rolls, ability checks, and saving throws." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The target gains the following action option.", - { - "type": "entries", - "name": "Withering Touch", - "entries": [ - "If the base creature already had access to a melee weapon attack, it doesn't gain this action; if the attack is made with a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it deals necrotic damage instead of its normal damage type, while if it is made with a manufactured weapon, the attack deals additional necrotic damage equal to one of the umbral creature's hit dice. Otherwise, this attack uses the umbral creature's Dexterity modifier to determine its attack bonus and damage. This attack deals necrotic damage to one creature, with its damage dice being equal to two of the umbral creature's hit dice." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "Umbral Displacer Beast", - "source": "LM", - "_copy": { - "name": "Umbral Creature", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "quote", - "entries": [ - "A murky, vaguely feline shape crouches before you." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "Umbral displacer beasts rely on their incorporeal-esque nature and their natural displacement to avoid most attacks. Due to their limited Intelligence, they don't typically take full advantage of their abilities, such as focusing targets with less Strength in an attempt to kill them first." - ] - } - ] - } - } - } - }, - { - "name": "Dregoth, the Dread King", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Dregoth, the Dread King", - "entries": [ - "Beneath Giustenal's ruins, a dark master bides his time. Dregoth's people treat him like a god, and the Dread King rules his reborn city in absolute secrecy. He burns for vengeance against the other sorcerer-kings of Athas, who slew him centuries ago but neglected to prevent his fell rebirth.", - { - "name": "Lore", - "type": "entries", - "entries": [ - "Characters do not know the following lore, as Dregoth's continued existence remains a secret to all.", - "After millennia, Dregoth still covets godhood. He has succeeded at godlike tasks, such as the adoption of a dragonlike aspect and the creation of the dray (dragonborn) as his chosen people. In the past, however, his naked ambition unnerved Athas's other sorcerer-kings.", - "Abalach-Re warned the other city-states' overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts.", - "The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. He led his loyalists to a cavern far beneath the surface. The site had been prepared for a settlement during a bygone era, but it was never occupied. Dregoth required all inhabitants of New Giustenal\u2014slave and citizen, noble and templar\u2014to undergo the dragonborn transformation. The Dread King believes the worship and devotion of this new race will bring him deific apotheosis.", - "Dregoth is a lichlike kaisharga, and his soul resides in a hidden phylactery in New Giustenal. If slain, he rises again in three days, a secret none but his high priest {@creature Absalom|LM} knows." - ] - }, - { - "name": "New Giustenal", - "type": "entries", - "entries": [ - "Giustenal rests on the edge of the Silt Sea, its ruins bleached like scattered bones, and just as dead. The land around the forlorn ruins abounds with life, varied terrain, and danger. Giustenal's dark shadow has stained the lives and lore of the folk that surround its silt-covered walls, and the eerie winds that whistle through its abandoned spires evoke the haunting melodies of their legends.", - "After his death and rebirth, Dregoth led the survivors of Giustenal to a cavern far below the surface of Athas. While this cavern had been prepared for a halfling settlement during the Blue Age, it was never occupied. Dregoth and his followers found an empty paradise waiting to be filled.", - "Nothing in New Giustenal is as stark or oppressive as Dregoth's Dread Palace in the northern section of the city. The stone of its walls is blackest obsidian, and the bones of great wyrms decorate much of its surface.", - "For more information, see the 2nd Edition box set {@i City by the Silt Sea}." - ] - } - ] - } - ] - }, - { - "name": "Dregoth", - "source": "LM", - "_copy": { - "name": "Dregoth, the Dread King", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "name": "Combat", - "type": "entries", - "entries": [ - "Dregoth spends most of his time in a {@creature Dregoth (Kaisharga Form)|LM|kaisharga form}; he appears as a gray-scaled, dragonlike humanoid whose eyes burn with green fire, but often disguises as a typical dray to blend in with the masses. However, this only gives way to his {@creature Dregoth (Dragon Form)|LM|true form}, an undead dragon with wings, scales, a tail, claws, and a devastating breath weapon. This form was badly damaged by the attack of the sorcerer-kings. So, Dregoth's wings are torn, his body still wears the wounds inflicted upon it, and gaping holes show exposed bone in many places. The armored skin that remains is stretched thinly over the skeleton beneath.", - { - "name": "Kaisharga Form", - "type": "entries", - "entries": [ - "In his first form, Dregoth is a fearsome spellcaster, using his strongest spells first via his legendary actions to take out threats as soon as possible. For damage, he prefers to stay back and use Supreme Defiling, Drain Moisture, and Defiling Gaze while his undead minions draw the opponents' attention. If threatened in melee, he uses Telekinetic Movement and Telekinetic Backlash as repositioning tools, and uses his Multiattack with Paralyzing Attack to render them useless as soon as possible." - ] - }, - { - "name": "Dragon Form", - "type": "entries", - "entries": [ - "As an undead dragon, Dregoth is fearless, using Nightmare Travel to dive into the fray, Aura of Fear to send his foes running, and then Draconic Might and Telekinetic Slide to control the battlefield. He still possesses the spellcasting of his kaisharga form, however, and may use his action to cast any of his remaining spells if his Defiling Breath isn't available. When he can catch two or more creatures in it at once, he uses Psychic Crush on them and attacks his stunned opponents with advantage and without fear of reprisal." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Absalom", - "source": "LM", - "_copy": { - "name": "Dregoth, the Dread King", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - "Absalom was born human. He was selected as Dregoth's new high priest after Giustenal's fall. He was among the first survivors the undead sorcererking transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. Absalom preaches of the Dread King's godhood, but his true loyalty is to the dragonborn, or dray, of New Giustenal.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Absalom hurls insults at his fiercest enemy, marking it as the first to die. He starts combat attacking from range with his {@spell grave bolt|LM} and other spells, then using Baleful Teleport to reposition enemies into his Unmaking Breath. But Absalom is as much warrior as he is priest: once {@condition bloodied|LM}, he moves boldly amongst his foes, slashing at them with his claws and empowered by his Enfeebling Smite. He saves his fell attacks for opponents that threaten his king or his people, otherwise preferring to use Psychic Leadership on his minions so that they may do the dirty work." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Kas, the Betrayer", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Kas, the Betrayer", - "entries": [ - "Long ago, when {@creature Vecna|LM} was still mortal, Kas was Vecna's most trusted lieutenant. He served Vecna faithfully for centuries, first as an evil human paladin and later as a vampire lord. Over time, Kas came to envy Vecna's power and began plotting against him. In the final ritual of Vecna's apotheosis, Kas struck out, hoping to become a god in Vecna's stead. Kas's attempt to destroy Vecna failed, but he did manage to sever Vecna's hand and cut out one of his eyes in the epic battle. So great was the fight that it destroyed Vecna's tower and flung Vecna and Kas across the planes. Kas's plot failed, though he retains his power.", - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check using the {@skill History} or {@skill Religion} skill.", - { - "type": "entries", - "entries": [ - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Kas is one of the most powerful humanoids who is not a deity. He is a powerful vampire lord and is rumored to have defeated several lesser deities and primordials. He commands armies of living and undead followers, and is worshiped and revered by vampires and debased mortals." - ] - }, - { - "name": "DC 25", - "type": "entries", - "entries": [ - "Kas is known also as Kas the Betrayer and is the sworn enemy of Vecna. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and eye, and though both survived the battle, each now seeks the other's destruction. Kas was once an evil paladin, and he still values some knightly principles. He is exceptionally proud and never forgets or forgives insults to him or his honor.", - "Two artifacts are associated with Kas, the {@item Sword of Kas} and the {@item Silver Mask of Kas|LM}. These items are no longer in his possession and now filter through the planes, corrupting those who are unfortunate enough to find them." - ] - }, - { - "name": "DC 30", - "type": "entries", - "entries": [ - "Kas regularly travels the planes, but he has two primary bases of operation. He commands a kingdom in the Shadowfell, where vampires rule over the living with an iron fist. This kingdom is tolerated by the Raven Queen, whom Kas has appeased by the sharing of information regarding Orcus and Vecna. Kas also spends time in a hidden mountainous keep within the Bleak Eternity of Gehenna. The keep is a stronghold of near total darkness with furnishings made from finely polished obsidian. Surrounding this keep is a moat fed by water from the River Styx. Some of the prisoners from Kas's kingdom within the Shadowfell are brought to the dominion as food for Kas and his allies who dwell there." - ] - } - ] - } - ] - }, - { - "name": "Castle Tovag", - "type": "entries", - "entries": [ - "Kas rules the domain of Tovag in the Demiplane of Dread, where his vampiric minions amass prisoner-soldiers and manufacture war machines in preparation for a final assault against The Whispered One. At its heart is Castle Tovag, a base operations fit for a true vampire king. There, he coordinates the movements of his servants across the planes and develops battle plans for defeating Vecna's minions." - ] - } - ] - } - ] - }, - { - "name": "Kas", - "source": "LM", - "_copy": { - "name": "Kas, the Betrayer", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "name": "Combat", - "type": "entries", - "entries": [ - "Kas has a twisted sense of honor that compels him to offer the appearance of a fair fight to any creatures he considers equals. He quickly dispatches challengers of obvious inferiority. Kas usually strikes first and without warning, and he attempts to subdue an opponent rather than kill it. He has no reservations about attacking an unarmed opponent, but the creature must have access to a nearby weapon. If a combatant proves a good challenge, Kas transforms the creature into a vampire spawn under his control after he defeats it.", - "Kas is cunning, having learned much of his craft from Vecna. He prefers to fight opponents in areas of darkness, where he has no risk of losing his regeneration. If outnumbered, Kas relies on spellcasting allies that can cast supportive spells on him to ensure victory. Kas revels in combat and tries to engage as many opponents as possible. However, even while engaging multiple foes, he retains wisdom and cunning. Kas is confident of his abilities but makes strategic retreats if necessary. In melee, he disengages with an enemy only long enough to cast {@spell command} or {@spell charm person} on them, which he makes sure to target on the opponent most skilled in melee." - ] - } - ] - } - } - } - }, - { - "name": "Blackstar Knight", - "source": "LM", - "_copy": { - "name": "Kas, the Betrayer", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - "Blackstar knights are undead spirits housed in vessels of animate black stone. Each knight serves Kas unswervingly, though stories of similar beings under the control of other creatures have begun to surface.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Blackstar knights use Death Mark on a single target and relentlessly pursue them using No Escape until either the target or the knight is destroyed, or until commanded by a superior to change its tactics. If ordered to defend a location or creature, it will use Brace to punish creatures that try to breach its defensive position." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Arcana} or {@skill History} skill.", - { - "name": "DC 25", - "type": "entries", - "entries": [ - "These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. The presence of blackstar knights and similar beings in the service of other masters aside from Kas supports the possibility that Kas's defenses have been compromised and his secrets revealed." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Osterneth, the Bronze Lich", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Osterneth, the Bronze Lich", - "entries": [ - "Known as the supreme seed of darkness and the Heart of the Whispered One, Osterneth is Vecna's mightiest servant. Osterneth is tasked with subverting governments, corrupting good people, and spearheading Vecna's takeover of the world.", - "In public, Osterneth appears as a seductive, aristocratic human female in her late twenties with dark hair and bronze skin. Her look of demure gentility is emphasized by a rich wardrobe and a charming smile that melts men's hearts. Claiming nobility from a distant land, Osterneth uses her guile and charisma to gain favor among the scions of high society. With their interest peaked, the Heart of the Whispered One then seduces the world's greatest leaders, bringing them willingly into the worship of Vecna.", - "In actuality, Osterneth is an ancient lich from a kingdom lost to memory; her true form is a fleshless skeleton of bronzed bones inlaid with soul gems. Within the empty cavity of her chest pulses the heart of Vecna, a shriveled relic preserved from the desiccated remains of Vecna's original body. The eyes of Osterneth's naked skull blaze with a prismatic radiance that creates a powerful glamour effect, hiding her true appearance from all but her most trusted servants.", - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check using the {@skill History} skill.", - { - "type": "entries", - "entries": [ - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Osterneth is a beautiful, charming noblewoman educated in the arcane arts. She rarely speaks of her past, but claims descent from a distant family of aristocrats in a far-off kingdom." - ] - }, - { - "name": "DC 25", - "type": "entries", - "entries": [ - "Osterneth is very evasive when pressed for details of her past. A veil of mystery surrounds her, and some suspect she is more than she appears." - ] - }, - { - "name": "DC 30", - "type": "entries", - "entries": [ - "Osterneth's interest in magic is focused on the necromantic arts, though she feigns only mild interest. The disappearances of several people close to her has led to suspicion. Some claim she is involved in a cult of some kind." - ] - } - ] - } - ] - }, - { - "name": "Social Encounters", - "type": "entries", - "entries": [ - "In social situations where she presents as herself, Osterneth uses her keen intuition and superior observation skills to find the right strings to pull. She toes a fine line between impressing her targets with her intelligence and flattering them with compliments, preferring to downplay herself if it means a target can be lured into thinking they are superior and thus are more willing to flaunt all of the cards they hold." - ] - }, - { - "name": "Summit of Truth", - "type": "entries", - "entries": [ - "While they normally communicate via spells like {@spell sending}, leaders of cults dedicated to the Maimed God gather once per year for the reclusive \"Summit of Truth\" hosted by Osterneth, where they provide updates on their countless schemes and plots, exchange magical items and lore, and coordinate cooperation between multiple cult cells. Hosted in a long forgotten temple of Ioun and protected against divination magic by powerful wards, the Summit of Truth is the only place the various cults of Vecna can guarantee absolute privacy from even the gods themselves.", - "Osterneth's phylactery is a decapitated statue of Ioun placed in the central courtyard of the temple\u2014after all, nobody would suspect a servant of Vecna to use his rival's image as their source of eternal unlife. At every summit, Osterneth brings her collection of captured souls and feeds them to her phylactery, providing her enough sustenance for the next year to come. The statue appears nonmagical due to a {@spell Nystul's magic aura} spell cast on it, but can be identified for what it is after 10 minutes of careful study and a successful DC 25 Intelligence ({@skill Arcana}) check. One of the conditions for destroying the phylactery includes restoring the head of the statue, whether by reattaching the original head or by constructing a sufficient replacement (e.g. using {@spell stone shape})." - ] - } - ] - } - ] - }, - { - "name": "Osterneth", - "source": "LM", - "_copy": { - "name": "Osterneth, the Bronze Lich", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "name": "Combat", - "entries": [ - "Osterneth relies heavily on the presence of undead allies, using them as meat shields via Redirect Attack and positioning tools via Transposition. She starts combat by attempting to dominate one of the party's melee combatants, spending her action on subsequent turns to cast a spell or to use Void Lightning if it is available, and then using {@spell mislead} and the terrain around her to hide via Cunning Action.", - "If threatened in melee, Osterneth uses her Paralyzing Touch to paralyze the threat or Luring Glare to move them away from her. While her Shadow Rays are viable enough to use for damage instead of her other spells, Osterneth is always on the lookout for opportunities to catch at least three enemies in a {@spell fireball} or to use {@spell power word kill} to remove a threat from the board." - ] - } - ] - } - } - } - }, - { - "name": "Ascetic of Vecna", - "source": "LM", - "_copy": { - "name": "Osterneth, the Bronze Lich", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - "Wearing only a death shroud, the ascetic of Vecna is a true devotee of the Undying King. An ascetic of Vecna spends its existence contemplating the Maimed God's secrets. The only break from its meditation occurs when the ascetic ventures into the world to collect esoteric knowledge. An ascetic of Vecna is so devoted to the acquisition of knowledge that it fights or kills others to obtain even a minor piece of information. One of these mages gladly exchanges its life to uncover knowledge for its sinister master.", - "Osterneth works with a circle of powerful ascetics to amass occult lore in the name of The Undying King. These ascetics use spiritual projections to direct the cults they lead while their true selves remain in silent contemplation within hidden chambers known only to other members of the circle, only emerging once per year to gather for the Summit of Truth or to bare arms in dire circumstances.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Ideally, an ascetic of Vecna never has to fight at all\u2014it typically remains locked away in a meditation chamber hidden away from prying eyes, using Dream Stride to direct its underlings' activities and to destroy any possible threats as soon as possible. If a confrontation is inevitable, it will use {@spell clairvoyance}, {@spell find familiar}, and {@spell scrying} to gather as much information on its enemies' numbers and capabilities.", - "In combat, the ascetic will focus on the melee threats while its minions try to attack any ranged attackers from behind; it uses Crushing Bludgeon and {@spell telekinesis} to interfere with their movements, and it assaults them with Mind Cannon knowing that their mental defenses are probably weak. Ideally catching at least two opponents in the area, it uses Creeping Rot when possible to drain their hit points over time." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Tenebrous, the Shadow of Orcus", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Tenebrous, the Shadow of Orcus", - "entries": [ - "Just before ascending to godhood, the demon lord {@creature Orcus|MPMM} was murdered. Rising as an undead god deep within the Astral Sea, Tenebrous sought to enact vengeance on his usurpers and to reacquire the {@item Wand of Orcus} so that he may resurrect as a true demon god of the unliving.", - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check using the {@skill History} or {@skill Religion} skill.", - { - "type": "entries", - "entries": [ - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Orcus is a massive, bloated demon prince\u2014bloated on spite, bile, and contempt. His worship had spread so far that he was on the cusp of godhood, but with his wars against {@creature Demogorgon|MPMM} and {@creature Graz'zt|MPMM} waning, he became complacent and was murdered and deposed." - ] - }, - { - "name": "DC 23", - "type": "entries", - "entries": [ - "But then Orcus rose from the dead as an undead god and took the name Tenebrous, hiding in the shadows, waiting to take his revenge." - ] - }, - { - "name": "DC 26", - "type": "entries", - "entries": [ - "Tenebrous sought the {@item Wand of Orcus} so that he may resurrect as a true deity, wandering the planes and slaying other gods along the way using an ancient power known as the Last Word. At one point, he slew Primus and assumed his identity, sending his modrons across the planes in the Great Modron March in search of the wand." - ] - }, - { - "name": "DC 29", - "type": "entries", - "entries": [ - "Orcus revitalized his wand, and with its strength initiated a spell of {@spell resurrection} cast by one of his last faithful servants, the half-ogre Quah-Namog. Heroes from the Material Plane seemingly disrupted this ceremony at the eleventh hour, causing Orcus to rise not as a god of undeath, but as the demon lord he once was." - ] - } - ] - } - ] - }, - { - "name": "Oblivion's Gate", - "type": "entries", - "entries": [ - "While not wandering the planes or assuming the identity of a deity he has slain, Tenebrous resides in Oblivion's Gate, an ancient citadel positioned at a planar crossing between the Astral Sea and the Negative Energy Plane. Built by an unknown race of immortals in the time before the dominance of the gods, knowledge of this citadel's existence was lost during the Dawn War, making it the perfect site for Tenebrous to dwell without the risk of being detected by interlopers." - ] - } - ] - } - ] - }, - { - "name": "Tenebrous", - "source": "LM", - "_copy": { - "name": "Tenebrous, the Shadow of Orcus", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "name": "Combat", - "entries": [ - "The stat block presented here represents the full might of the undead deity Tenebrous in his prime. If Tenebrous was already destroyed in your world, perhaps a lingering shadow of his former glory, equivalent in strength to Tenebrous's avatar, may still wander the planes in search of power to amass and deities to slay.", - { - "name": "Tactics", - "type": "entries", - "entries": [ - "Tenebrous doesn't fight fairly: he seeks to overwhelm his foes with swarms of undead minions while he lurks in the shadows, only emerging from stealth to unleash a furious assault when he knows he wouldn't be attacked in return.", - "On his turn, Tenebrous will generally use {@spell circle of death} to damage multiple party members at once, opting to use Multiattack for single target damage if a particular character is a more urgent threat than the others that round. If his Finger of Doom is available, he uses it to guarantee critical hits with his Claw attacks in melee against a paralyzed victim.", - "Tenebrous prefers spending his legendary actions on {@spell eyebite} and {@spell telekinesis}, inflicting conditions that prevent the party from pursuing him as he teleports away. Tenebrous knows that combat is a game of attrition, and is not afraid of dragging out the fight if it means ensuring victory. The party's best chance of defeating Tenebrous is to lay a trap or to otherwise force a particular choice of arena that leaves Tenebrous exposed with few hiding spots.", - "Master of Undeath is usually the mythic trait Tenebrous activates first; an example of what he might summon is two {@creature beholder zombie|mm|beholder zombies} and two {@creature deathlock|mpmm|deathlocks} to provide ranged attacks and debuffs, two {@creature slaymate|LM|slaymates} riding the beholder zombies to make them {@condition invisible}, and an {@creature ogre zombie} to act as a tank. These undead aren't enough to challenge the party by itself, but between Bolster Minions being used to buff them, any other undead that were already present before the battle began, and Tenebrous himself, the undead from this ability can quickly overwhelm the party.", - "Tenebrous also uses Elude the Living to create hiding spots for himself and his minions to hide, since they are not affected by the magical darkness. If threatened in melee by multiple combatants, he may use Destructive Burst to push them away.", - "Once both of his mythic traits are active, Tenebrous acknowledges the threat to his continued existence and may flee. If this is impossible, he will use Antilife Barrier to deter the party from pursuing him as he attempts to regenerate his hit points. If afflicted with a harmful condition or spell, he may use Consume Energy on any remaining minions, although this comes with the tradeoff of losing another body in the fight that could potentially draw attention from the party. When an opportunity presents itself, he will use Creeping Death to inflict necrotic vulnerability on as many party members as possible, following up with {@spell circle of death} or Grave Bolt as soon as possible." - ] - }, - { - "name": "Killing Tenebrous", - "type": "entries", - "entries": [ - "Since Orcus was killed before he could ascend to a true god, Tenebrous lacks the Discorporation trait that other gods possess, forcing him to act in the shadows so that his rivals do not band together to vanquish him.", - "However, if Tenebrous manages to become a true deity, here are some sample quests that can enable his demise once again.", - { - "name": "Orb of Light", - "type": "entries", - "entries": [ - "The {@item Orb of Light|LM}, the divine spark of a deity slain by Tenebrous, must be used to fight or kill him." - ] - }, - { - "name": "Raven Queen's Blessing", - "type": "entries", - "entries": [ - "An artifact stolen from the Raven Queen by the Demon Prince of Undeath must be returned to her in exchange for a divine blessing that allows Tenebrous to be vanquished." - ] - }, - { - "name": "Wand of Orcus", - "type": "entries", - "entries": [ - "The {@item Wand of Orcus} must be permanently destroyed, as described in the item's description." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Visage", - "source": "LM", - "_copy": { - "name": "Tenebrous, the Shadow of Orcus", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - { - "type": "quote", - "entries": [ - "This creature appears only somewhat solid, with a mostly shapeless body. Its only definite features include a pale, white, masklike face bearing a perpetual grin and a pair of particularly long and nasty claws." - ] - }, - "The visage is a devious undead creature that steals the identity of its victims to further its chaotic and evil aims. The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.", - "Though a visage appears incorporeal, it does not actually possess that quality. A visage isn't very dense, though, and only weighs about 75 pounds despite its size. In its normal form, it is sometimes mistaken for a wraith.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "Visages prefer subterfuge to overt combat, since their physical attacks aren't very threatening. They use their {@spell charm person}, {@spell dominate person}, and {@spell suggestion} spells to influence weak-willed individuals, hoping to draw them to places where they can finish them off secretly and assume their identities. Then, the visage uses this new identity to sow chaos and discord as long as possible." - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Vecna, the Whispered One", - "source": "LM", - "entries": [ - { - "type": "section", - "name": "Vecna, the Whispered One", - "entries": [ - "Vecna is known by many names: The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, and the Maimed God. These titles are but a few that describe the secretive and incomparably ambitious god. Little is known about Vecna's current ambitions, but that doesn't stop his cultists from developing their own plots.", - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check using the {@skill Religion} skill.", - { - "type": "entries", - "entries": [ - { - "name": "DC 10", - "type": "entries", - "entries": [ - "Vecna is the lord of undead, god of secrets, and patron of necromancers. He has tried many times to take over the world." - ] - }, - { - "name": "DC 15", - "type": "entries", - "entries": [ - "Two of Vecna's chief rivals are the Raven Queen and Orcus. Both claim dominion over death, though each, including Vecna, has a different vision of what the afterlife should be. Vecna believes that creatures should serve him in both life and death." - ] - }, - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Vecna once had a powerful lieutenant known as {@creature Kas|LM}. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and an eye, and though both survived the battle, each now seeks the other's destruction. Cultists of Vecna are on the lookout for the sword of Kas, fearing that the artifact might be used to slay their lord." - ] - }, - { - "name": "DC 25", - "type": "entries", - "entries": [ - "Vecna's {@item hand of Vecna|DMG|hand} and {@item eye of Vecna|DMG|eye} are powerful necromantic artifacts, constantly sought after by his followers so that they may reunite them with their rightful owner. To be used, the hand must be grafted to a humanoid's wrist where the hand has been severed. The eye must be placed in an empty humanoid eye socket.", - "Unlike many deities, Vecna has no fixed domain or location. He prowls the planes, searching for secrets. Most often, though, Vecna travels the Outer Planes, visiting the dominions of dead gods." - ] - } - ] - } - ] - }, - { - "name": "Whispering Tower", - "type": "entries", - "entries": [ - "Instead of ruling a divine realm, Vecna wanders the planes in search of forgotten artifacts and arcane lore to add to his vast, unknowable collection. However, he does own a hidden black tower within the Windswept Depths of Pandemonium, a cache of magical objects and tomes that represent a small fraction of what he truly possesses. Its aura of magical power drowned out by the howling winds of the plane surrounding it, adventurers that seek to defeat Vecna may attempt to find him here, although the preparations made by the Whispered One beforehand all but ensure the party's doom." - ] - } - ] - } - ] - }, - { - "name": "Vecna", - "source": "LM", - "_copy": { - "name": "Vecna, the Whispered One", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "name": "Combat", - "entries": [ - "As one of the smartest beings in the multiverse, Vecna is a hard being to find, let alone kill. The party's only hope is to somehow avoid getting on Vecna's radar, perhaps foiling his spies and divination with the help of an allied deity; even then, Vecna has contingencies in place in case anyone attempts to exploit this weakness of his.", - { - "name": "Tactics", - "type": "entries", - "entries": [ - "If given advanced notice, Vecna will prepare and pre-cast spells that are specifically tailored to the situation at hand. For example, he may use {@spell simulacrum} to create a duplicate of himself to keep the party distracted while he uses {@spell scrying} to observe the party's tactics in taking it down (if they can even manage that).", - "With an Intelligence score of 30, Vecna will generally be able to predict or identify the party's actions for what they are. There are no surprises when it comes to the god of evil secrets. That said, he holds onto his {@spell wish} spell for as long as possible, using it as a trump card in case the party does anything unexpected that may throw a wrench into his battle plans.", - "In a standard encounter, Vecna is a formidable ranged spellcaster, starting with a {@spell dominate monster} spell on the weakest-willed brute of the party and sending it to attack the spellcasters. Vecna knows that spellcasters will be his most dangerous opponents, so he always makes sure to focus on them with ranged abilities like {@spell circle of death}, {@spell finger of death}, Ray of Death, and Vile Curse. If threatened in melee, Vecna will use Teleport to get out of their reach; if Vecna possesses his Hand, he may be embolded and use Liquify Bones to reduce the melee combatant to 1 hit point.", - "By the time one of his mythic traits have been activated, Vecna will be accustomed to the party's tactics and will adjust accordingly. He generally uses the same tactics alongside the upgrades from Greater Teleport and Beam of Death; furthermore, he can use Dark Speech to blind a spellcaster, preventing them from targeting him with their spells.", - "With both mythic traits active, Vecna can rely on his Discorporation to survive and simply take revenge against the party another day; if the party has completed one of the quests that would enable his demise, he may choose to use {@spell wish} to teleport somewhere else using {@spell plane shift}. If he must fight to the death, he uses all of the tools at his disposal, including the use of Undying Grasp to teleport the party into a small area that he can barrage with Necrotic Web." - ] - }, - { - "name": "Killing Tenebrous", - "type": "entries", - "entries": [ - "While killing the god of evil secrets is a nigh impossible task, here are some sample quests that would enable his demise.", - { - "name": "Eye and Hand of Vecna", - "type": "entries", - "entries": [ - "The {@item Hand of Vecna} and {@item Eye of Vecna} must be found and destroyed. For example, the Hand may be in the possession of {@creature Arkhan the Cruel|BGDIA}, the champion of Tiamat." - ] - }, - { - "name": "Heart of Vecna", - "type": "entries", - "entries": [ - "{@creature Osterneth|LM}, the bronze lich, must be found and destroyed, and Vecna's heart must be recovered from her body and then also destroyed." - ] - }, - { - "name": "Sword of Kas", - "type": "entries", - "entries": [ - "The {@item sword of Kas}, the ancient weapon of Vecna's treacherous former lieutenant, must be used to fight or kill Vecna." - ] - } - ] - } - ] - } - ] - } - } - } - }, - { - "name": "Enigma of Vecna", - "source": "LM", - "_copy": { - "name": "Vecna, the Whispered One", - "source": "LM", - "_mod": { - "entries": { - "mode": "prependArr", - "items": [ - { - "type": "entries", - "entries": [ - "Enigmas of Vecna are the shells of petitioners who have angered Vecna by sharing secrets or otherwise failing their secretive god. These strange humanoids use arcane magic to harry Vecna's enemies from afar. When injured, an enigma of Vecna transforms into a shrieking, clawed berserker.", - "In its normal form, an enigma of Vecna is a bald human with vague features. Enigmas usually wear simple robes, and each carries a dagger. Once {@condition bloodied|LM}, they undergo a horrific transformation. They sprout long claws, and reveal a fanged, twisted vistage as their skin falls away, leaving behind a flayed form.", - { - "name": "Combat", - "type": "entries", - "entries": [ - "In its initial form, enigmas keep away from the fray, using Shock Bolt and Memory Ripper to wear down foes.", - "Once a {@condition bloodied|LM} enigma completes its gruesome transformation, it leaps forward and engages the enemy in melee, the terrible display of its Horrific Visage causing enemies to recoil before the enigma uses its long, sharp claws to rend their flesh." - ] - }, - { - "name": "Lore", - "type": "entries", - "entries": [ - "A character knows the following information with a successful check made using the {@skill Religion} skill.", - { - "name": "DC 20", - "type": "entries", - "entries": [ - "Enigmas are found guarding places sacred to Vecna. They also travel with his honored servants, acting as bodyguards. They have the ability to shock an enemy and leave them shaken up." - ] - }, - { - "name": "DC 25", - "type": "entries", - "entries": [ - "Enigmas are actually horrid fiends bound in human form. If pressed in battle, they transform into shrieking, clawed berserkers." - ] - } - ] - } - ] - } - ] - } - } - } - } - ], - "legendaryGroup": [ - { - "name": "Dregoth", - "source": "LM", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Dregoth can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Channel Negative Energy", - "entries": [ - "Dregoth magically unleashes negative energy. Creatures within 60 feet of Dregoth can't regain hit points until initiative count 20 on the next round." - ] - }, - { - "type": "item", - "name": "Sense Life", - "entries": [ - "Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round." - ] - }, - { - "type": "item", - "name": "Telekinesis", - "entries": [ - "Dregoth uses psionics to cast {@spell telekinesis} (spell save DC 20) on an object that he can see in the lair, requiring no components. The spell requires no concentration and ends on the next initiative count 20." - ] - } - ] - } - ], - "regionalEffects": [ - "The tunnels of New Giustenal are warped by Dregoth's magic, which creates one or more of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Bravery", - "entries": [ - "Dray and undead in the region have advantage on saving throws against being charmed or frightened, and against features that turn undead (if relevant)." - ] - }, - { - "type": "item", - "name": "Continual Light", - "entries": [ - "Magical light suffuses the region, acting as dim light for dray and undead only." - ] - }, - { - "type": "item", - "name": "Undead Rebirth", - "entries": [ - "Humanoids that die in the region rise as {@creature skeleton|mm|skeletons} or {@creature zombie|mm|zombies} in the same space on initiative count 20 of the following round. Dray that die in this manner retain their memories, proficiencies, languages, and Intelligence, Wisdom, and Charisma saving throws." - ] - } - ] - } - ] - }, - { - "name": "Kas", - "source": "LM", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Kas can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Alter Gravity", - "entries": [ - "Until initiative count 20 of the next round, gravity in the lair is affected by a {@spell reverse gravity} spell, except that Kas can orient gravity in any direction. Kas can choose any number of targets to be unaffected by this effect." - ] - }, - { - "type": "item", - "name": "Bat Swarm", - "entries": [ - "A swarm of bats swoops through the lair, passing up to five creatures of Kas's choice. Each target must succeed on a DC 20 Constitution saving throw or be {@condition blinded} until initiative count 20 of the next round." - ] - }, - { - "type": "item", - "name": "Darkness", - "entries": [ - "Kas casts the {@spell darkness} spell four times, targeting different areas with the spell. Kas doesn't need to concentrate on the spells, which end on initiative count 20 of the next round." - ] - } - ] - } - ], - "regionalEffects": [ - "The dread domain of Tovag is suffused with powerful shadow magic, creating the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Bat Infestation", - "entries": [ - "There is a noticeable increase in the population of bats in the region. Some of these bats may actually be familiars of Kas or his servants, reporting on the activities of living creatures in the region." - ] - }, - { - "type": "item", - "name": "Creeping Fog", - "entries": [ - "A creeping fog clings to the ground within most areas of Tovag, lightly obscuring the region. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents." - ] - }, - { - "type": "item", - "name": "Wandering Shadows", - "entries": [ - "Shadows cast within the region seem abnormally gaunt and sometimes move as though alive. While asleep, a living creature's shadow wanders off as an undead {@creature shadow} that seeks to fulfill an unknown purpose. If the creature wakes up, its shadow only returns after the creature is alerted to its absence by a successful DC 15 Wisdom ({@skill Perception}) check, at which time the undead shadow is destroyed." - ] - } - ] - } - ] - }, - { - "name": "Osterneth", - "source": "LM", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Osterneth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Conjure Walls and Doors", - "entries": [ - "Osterneth causes up to four doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none." - ] - }, - { - "type": "item", - "name": "Link Doors", - "entries": [ - "Osterneth causes up to four doors in the lair to magically link to an equal number of other doors of her choice, causing a creature that enters a doorway to exit the other doorway in its pair, and vice versa. While open, a doorway is obscured by black mist that prevents viewing of the doorway's exit." - ] - }, - { - "type": "item", - "name": "Programmed Illusion", - "entries": [ - "Osterneth casts the {@spell programmed illusion} spell somewhere in the lair. She can only maintain four of these illusions at a time." - ] - } - ] - } - ], - "regionalEffects": [ - "The region containing the temple for the Summit of Truth is protected by powerful wards, creating the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "False Divination", - "entries": [ - "Creatures and locations within 6 miles of the temple can't be successfully targeted by any divination magic or perceived through magical scrying sensors. Attempts to do so instead yield misleading results, as determined by the DM." - ] - }, - { - "type": "item", - "name": "Foil Telepathy", - "entries": [ - "Telepathic communication does not work within 6 miles of the temple." - ] - }, - { - "type": "item", - "name": "No Teleportation", - "entries": [ - "Attempts to teleport to a location within 6 miles of the temple from outside the region instead lead to a similar temple on the opposite side of the continent, as determined by the DM. Teleportation from creatures already the region works normally." - ] - } - ] - } - ] - }, - { - "name": "Tenebrous", - "source": "LM", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Tenebrous can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Grasp of the Dead", - "entries": [ - "Tenebrous causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be {@condition restrained} until the arms disappear or until Tenebrous releases them (no action required)." - ] - }, - { - "type": "item", - "name": "Overwhelming Despair", - "entries": [ - "The surrounding negative energy threatens to overwhelm living creatures in the lair. Each target must succeed on a DC 20 Intelligence saving throw or be {@condition frightened} until initiative count 20 of the next round." - ] - }, - { - "type": "item", - "name": "Shriek of the Damned", - "entries": [ - "The spirits of the damned let out a terrible shriek. Each living creature in the lair must succeed on a DC 20 Charisma saving throw or be {@condition deafened} until initiative count 20 of the next round." - ] - } - ] - } - ], - "regionalEffects": [ - "Oblivion's Gate is affected by the planar magic of the Astral Sea and the Negative Energy Plane, creating one or more of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Ambient Negative Energy", - "entries": [ - "Due to the influence of the Negative Energy Plane, hit points regained by living creatures from any source are halved, death saving throws are made with disadvantage, and living creatures can't benefit from resistance to necrotic damage." - ] - }, - { - "type": "item", - "name": "Subjective Gravity", - "entries": [ - "Due to the influence of the Astral Plane, a creature's walking speed (in feet) is equal to five times its Intelligence score, and it can use this movement to fly in any direction." - ] - }, - { - "type": "item", - "name": "Suppressed Lighting", - "entries": [ - "Tenebrous's influence suppresses light in the area. Bright light in the area becomes dim light, and dim light in the area becomes darkness." - ] - } - ] - } - ] - }, - { - "name": "Vecna", - "source": "LM", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Vecna can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Glyph of Warding", - "entries": [ - "Vecna utters an incantation, and the lair creates a 3rd-level {@spell glyph of warding} spell (save DC 20) on a surface in an unoccupied space within 60 feet of him that triggers if a creature other than Vecna steps on it. If he chooses a spell rune, typical options include {@spell bestow curse} to weaken an opponent, {@spell darkness} to obstruct line of sight, or {@spell silence} to prevent verbal spellcasting in an area." - ] - }, - { - "type": "item", - "name": "Contingency", - "entries": [ - "Vecna speaks a command word, and the lair activates a contingency that allows Vecna to cast any spell of 5th level or lower on himself. Typical options include {@spell greater restoration} to remove debilitating effects, {@spell armor of Agathys} (5th level) or {@spell mirror image} to hamper a melee opponent, and {@spell protection from energy} to defend against a specific damage type." - ] - }, - { - "type": "item", - "name": "Telekinesis", - "entries": [ - "Instinctively following Vecna's dark will, the lair itself uses telekinesis to manipulate a creature or object, as the {@spell telekinesis} spell (save DC 20), lasting until intiative count 20 of the next round." - ] - } - ] - } - ], - "regionalEffects": [ - "The region containing Vecna's lair is warped by his dark magic, which creates one or more of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "False Divination", - "entries": [ - "Divination spells cast within the lair by creatures other than Vecna have a {@chance 75|75 percent} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance becomes a guarantee." - ] - }, - { - "type": "item", - "name": "Maddening Whispers", - "entries": [ - "Creatures constantly hear faint, indecipherable whispering in their ear, imposing disadvantage on Intelligence and Wisdom checks." - ] - }, - { - "type": "item", - "name": "Whispered One's Gaze", - "entries": [ - "When a creature expends a spell slot while within 1 mile of the lair, Vecna can immediately cast {@spell scrying} on them (save DC 20)." - ] - } - ] - } - ] - } - ], - "cult": [ - { - "name": "Academy Necromica", - "source": "LM", - "page": 63, - "type": "Undeath", - "entries": [ - { - "type": "section", - "entries": [ - "The Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Xilian, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Xilian slowly built up the organization, hand-picking members from those who respected (or worshiped) the power of death and undeath. Soon she had a cadre of necromancers, evil priests, and professional killers.", - "But the Academy was infiltrated by a paladin named Rion, who used his knowledge of the group's inner workings to organize an assault by those who opposed them. Most of the Necromicans (as the Academy's members call themselves) were destroyed, and Xilian herself was on death's door when loyal minions spirited her away.", - "From the ashes of the Academy's worst failure came its first great success. Unable to repair Master Xilian's horribly broken body, the necromancers instead performed an unspeakable process upon her, turning her into a lich. With a newfound lease on unlife, Xilian swore vengeance upon her enemies. She knew that patience was her ally, and over the next century, quietly built up a secret but powerful organization dedicated to death and evil. Now, the time to strike approaches near, yet she hesitates, fearing the possibility of another setback.", - "Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Xilian, the Master of the Academy and a powerful necromancer in her own right. As the organization's founder and most powerful member, Xilian is possessed of a patience born of more than a century of unlife. She does not take unnecessary risks, though she also knows the value of personal involvement in times of crisis. She spends most of her time teaching the students of the Academy, as well as crafting long-range plans for the organization's future.", - "As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, specters, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more... hands-on.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Unless you run an evil-oriented campaign, the Academy Necromica probably works best as an adversary for your party. The characters might come across rumors of a ring of graverobbers or bodysnatchers, which in turn could lead them to discover the Academy's more vile activities. Alternatively, the Academy might target one of the party members as a likely candidate for vampirism or similar undead transformation, hoping that experiencing death will make the character friendlier to their aims. Or maybe one or more characters are aligned with the forces that brought Xilian and her Academy down the first time. If you have a non-good necromancer in the party, the Academy might even attempt recruitment, but only after confirming the character's disposition towards undeath.", - "It's probably best not to pit the character directly against the Academy at lower levels. The higher-ranking members (such as Xilian or {@creature Uther Kyush|LM}, described below) could certainly defeat a low-level party of adventurers singlehandedly, and neither would hesitate to eliminate a serious threat to the organization." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Members of the Academy Necromica learn various methods and techniques that allow them to enhance their magic and their ability to deal necrotic damage.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Grave Magic", - "entries": [ - "When the cultist casts a spell that deals damage, it can change the spell's damage type to necrotic." - ] - }, - { - "type": "entries", - "name": "Potent Necromancy", - "entries": [ - "Whenever the cultist deals necrotic damage, it can reroll the damage dice and use either total." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "After Master Xilian, the most respected member of the Academy is {@creature Uther Kyush|LM}, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two {@creature spies|mm|spy} and five {@creature thug|mm|thugs} that are led by one {@creature veteran}. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human {@creature necromancer|VGM}." - ] - } - ] - } - ] - }, - { - "name": "Blood Scion Heresy", - "source": "LM", - "page": 65, - "type": "Undeath", - "entries": [ - { - "type": "section", - "entries": [ - "The Blood Scion Heresy is one of a handful of so-called blood cults dedicated to the worship of vampire lords. Cult members willingly become thralls to these vampire lords.", - "The Blood Scion Heresy was founded on the principle that blood is a holy sacrament, and through its consumption the righteous will be blessed with eternal life. Particularly fervent worshipers have been known to sacrifice themselves in an unholy ritual that results in their transformation into {@creature blood amniote|LM|blood amniotes}.", - "A cult cell attempts to limit its membership to twenty-five members in any given city. If the cell were to grow larger, the presence of so many vampires could be difficult to conceal. At the top is a high preceptor, one of many vampire lords that hold positions of responsibility within the Blood Scion Heresy. Espousing secrecy above all, these preceptors enforce strict rules that dictate when and where the thralls can feed, so that hunting does not attract undue attention. They also preach the tenets of the cult and are charged with recruiting new members into the organization.", - "The cult has no true leader, but the Masked One is seen as the organization's ultimate authority. Beyond the Masked One and his high preceptors, the Blood Scion Heresy has no hierarchy and is a disorganized amalgamation of landed lords and petty nobles jockeying for positions of favor within the society.", - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Through forbidden knowledge, vampiric corruption, and unholy worship, members of the Heresy use blood magic to steal and weaken the life force of living creatures while simultaneously invigorating their own.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Blood Call (Reaction)", - "entries": [ - "When a creature within 20 feet of the cultist takes necrotic damage, the cultist regains a number of hit points equal to its Constitution modifier plus its Challenge Rating. Any excess healing is gained as temporary hit points." - ] - }, - { - "type": "entries", - "name": "Blood Storm (Bonus Action; Recharge {@dice d6|5-6})", - "entries": [ - "The cultist unleashes a storm of blood in an aura around it out to a radius of 20 feet. The storm lasts until the end of its next turn and lightly obscures the area. Until the end of the cultist's next turn, the cultist and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "A bitter, nihilistic creature, {@creature Godfrey|LM} is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the Blood Scion Heresy. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey prefers to use enchantment and illusion magic in combat, and finds great pleasure in forcing even the most righteous and noble of enemies to fight each other." - ] - } - ] - } - ] - }, - { - "name": "Eyes of Vecna", - "source": "LM", - "page": 67, - "type": "Undeath", - "entries": [ - { - "type": "section", - "entries": [ - "Though the members of this order claim it was founded by the lich Vecna before his ascension to godhood, this declaration seems apocryphal. Regardless of the truth, members of this order venerate the deity of secrets as their divine patron. Their aim is to keep knowledge out of the hands of those undeserving to have it. At the lowest levels, this takes the form of the theft (or destruction) of books and scrolls from personal libraries, but can include kidnapping and murder if necessary.", - "To join the Eyes of Vecna, one must prove one's worth by stealing or destroying an item of forbidden knowledge (such as a rare tome). Beings of evil alignment are strongly preferred, since the Eyes of Vecna must never place the well being of others before the group's own nefarious goals.", - "The Eyes of Vecna is organized into cells of 14 ({@dice 4d6}) members. Most large cities and metropolises have one (or sometimes more than one) cell secreted somewhere within them, but individual cells maintain their independence from one another regardless of geographical proximity. Cell leaders are usually evil necromancers or diviners or clerics of Vecna, typically of CR 6 or higher. Rogues and bards are common members, and the order numbers many warriors, experts, and fighters among their ranks as well.", - "Above the cells sit more powerful leaders, who orchestrate the activities of cells throughout a region (often without the cells even realizing they are being influenced by an outside power). These leaders are typically CR 11 or higher, and some are undead creatures themselves (such as vampires or liches). These leaders often use weaker undead as lackeys or bodyguards, since such creatures tend to be good at keeping secrets. Stories that the organization's leaders amputate their left hands and put out an eye to ascend to this level of power are unproven.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "The Eyes of Vecna make a great long-term opponent for the characters of your campaign. At low levels, the party might unintentionally thwart the theft of a rare book from a temple or aristocrat's library, gaining the thanks of the owner and the attention of the Eyes. Later, characters tasked with recovering stolen property or finding a kidnapped sage could trace their way to a cell's headquarters, perhaps even quashing the cell itself. This, of course, draws the ire of the higher-ranking members, which might make the characters the next target. At higher levels, the characters could tangle with the leaders themselves.", - "As a result of their activities, the organization has a vast storehouse of rare knowledge, granting them access to sensitive information that many others aren't even aware of. Thus, if your party lacks crucial knowledge that they need in order to achieve their goals, one of their options is to somehow acquire it from the Eyes of Vecna" - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Whether they learn these techniques from the knowledge they hoard or are blessed by The Whispered One himself, members of the Eyes of Vecna learn new spellcasting techniques from their acquired knowledge and are adept at hiding themselves and their secrets from unworthy spies.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "", - "entries": [ - "If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. The cultist can cast that spell at its lowest level at will." - ] - }, - { - "type": "entries", - "name": "Veil of Secrecy", - "entries": [ - "The cultist can't be targeted by any divination magic or perceived through magical scrying sensors." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Cyranthus|LM} is a cell leader working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes {@creature thug|mm|thugs}, {@creature spy|mm|spies}, {@creature bard|vgm|bards}, a {@creature gladiator}, and a few {@creature guard|guards}, as well as a pair of {@creature zombie|mm} bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing." - ] - } - ] - } - ] - }, - { - "name": "Lurkers in Shadow", - "source": "LM", - "page": 68, - "type": "Undeath", - "entries": [ - { - "type": "section", - "entries": [ - "This cult is relatively new to the world, having formed about a decade ago by the mystic theurge D'Milluhr. According to his claims, D'Milluhr received a vision from a shadowy demonic undead being of great power. In this vision, the theurge was tasked with an unholy quest for a terrible artifact: the dreaded {@item Wand of Orcus}.", - "Since that day, D'Milluhr has worked tirelessly toward that end. He knew instinctively that this quest must remain secret from the world at large, and has thus kept to the shadows, never extending his reach too far. He has enlisted a small group of allies to this cause, including rogues, diviners, and planewalking characters of all stripes. He has also attracted the service of a few {@creature visage|LM|visages}, though in truth he doesn't know why these undead beings offered their allegiance to him.", - "The truth, should D'Milluhr ever learn it, would likely shatter his sanity. The vision was neither a message nor a divine quest, but merely a quirk of fate, an echo of the thoughts of the undead deity Tenebrous when it came into being on the Astral Plane. The visages came to D'Milluhr because they sensed some connection between the theurge and their creator, Tenebrous. Worse still, the quest itself is a meaningless one, since the being known as Tenebrous has regained his lost wand and returned to his previous identity, Orcus, Demon Prince of Undead.", - "But D'Milluhr suspects none of this, and remains feverishly intent on recovering the \"lost\" Wand of Orcus. He tracks down almost every lead, no matter how vague, which leads him on innumerable wild goose chases across the planes. He rejects any suggestion that the Wand is in the hands of Orcus himself, clinging to the theory that his shadowy patron wouldn't have bestowed a quest as hopeless as taking the Wand from the hands of the Demon Prince of Undead himself.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "D'Milluhr or his minions could run into the characters on any of a number of information hunts. The party need not be involved with Orcus, Tenebrous, or indeed anything even vaguely related to the Lurkers' mission. As long as some tenuous link between the characters' activities and the theurge's quest can be imagined, an encounter between the party and the Lurkers in Shadow can occur.", - "Or perhaps D'Milluhr's quest isn't as crazy as it seems. Maybe he's actually getting close to tracking down the Wand's current destination (and perhaps it isn't currently in Orcus's hands), and the characters learn of his goal and decide to head him off before he gains possession of one of the most evil artifacts in all creation." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Some members of Lurkers in Shadow have magical boons that aid in their search for the {@item Wand of Orcus}. These boons are usually bestowed upon them by an echo of Tenebrous's will or some other dark power.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Unwavering Seeker", - "entries": [ - "The cultist can't be compelled to act in a manner that would interfere with its goals." - ] - }, - { - "type": "entries", - "name": "Deathly Insight", - "entries": [ - "When the cultist kills a creature or scores a critical hit against it, it magically learns one fact or secret about the target." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Tarek Duskwood|LM} is one of D'Milluhr's most competent and loyal minions. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful." - ] - } - ] - } - ] - }, - { - "name": "Minions of the Skull", - "source": "LM", - "page": 70, - "type": "Undeath", - "entries": [ - { - "type": "section", - "entries": [ - "To the average person on the street, the Minions of the Skull would seem insane. Of course, the Minions know that their worship of all undead beings is the one true way of moving beyond the petty concerns of flesh and blood to achieve perfect immortality everlasting.", - "As it turns out, the person on the street would be right: the Minions of the Skull are absolutely insane. However, this insanity makes them all the more dangerous, since they have no compunction against destroying any living creature who poses even the slightest threat to their goals of universal undeath.", - "The Minions of the Skull have no centralized leadership or organization. Each group of cultists\u2014which might number anywhere from a half-dozen to several dozen, depending on the community and the personality of its leader\u2014operates on its own, though occasionally charismatic leaders unite multiple branches for particularly daring or grand schemes. Such alliances rarely last very long, since the innately chaotic nature of the cultists inevitably proves too strong to control.", - "As expected, the Minions draw the attention of many sentient undead creatures. Most don't have the foresight to use the Minions effectively, either spending them in foolish strikes against the living or merely consuming them as food. However, wiser undead (including liches, vampires, ghosts, mummies, and the like) may use the Minions as pawns in grander schemes.", - "Cult leaders, often called Undying Masters, are usually powerful wizards or sorcerers. Since the cult doesn't venerate any of the traditional deities (save for a few who quietly worship Vecna the lich-god), clerics are few and far between. They typically employ warriors and other martial combatants as bodyguards, promising these individuals transformation into powerful undead creatures as reward for loyal service. An Undying Master that has already achieved transformation into an undead uses its new status to gain even greater respect and awe from other minions.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "The Minions of the Skull make great foes for the party. Since they're irrevocably vile and evil, most characters have few compunctions about cutting them down by the dozens. However, no matter how many the characters defeat, a few more insane cultists always wait in the wings to give them a hard time.", - "A typical encounter with low-ranking Minions might occur when the characters run across (or are hired to stop) a group of cultists stealing various relics linked to deities of death. For a twist, have an evil temple, such as one dedicated to Nerull, hire the party to work together against the cult. As the characters learn more about the Minions of the Skull, they encounter ever-tougher cultists until they finally meet an Undying Master themselves." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "High ranking Minions are granted boons that represent a partial transformation into an undead being, sometimes as a reward for faithful service, but more often as a way for an Undead Master to gain obedience or loyalty within a given cult.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Half-Dead Nature", - "entries": [ - "The cultist doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Decayed Flesh", - "entries": [ - "A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) necrotic damage." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Tival|LM} was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the Minions of the Skull for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Half-Dead Nature", - "entries": [ - "Tival doesn't require air, food, drink, or sleep." - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "name": "The Ruby Order", - "source": "LM", - "page": 71, - "type": "Undeath", - "entries": [ - { - "type": "section", - "entries": [ - "This cult worships Wee Jas, particularly her incarnation as Death's Guardian. The members pride themselves on their dedication and discipline and are known widely for their expertise in necromantic magic.", - "The existence of the Ruby Order in a given city is typically public knowledge. The cult respects whatever government rules the land, follows the law, pays taxes, and so forth. It draws many arcane-minded characters to its ranks, and even more seek out the Order for short-term teaching. In some cities, the Order supplies advisors to local leaders, or even magistrates for the courts. Characters used to dealing with \"cults\" as secretive bands of renegades are in for trouble if they treat the Ruby Order similarly, since it has many allies, both legitimate and otherwise.", - "", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Of the cults presented here, the Ruby Order is the best suited as an ally to a typical adventuring party. As a lawful neutral organization, the Ruby Order can be counted on to hold up its end of any bargain, making it a reliable source of information and other resources to a like-minded party. Monks, lawful wizards and sorcerers, and other characters who share a devotion to discipline can find acceptance or even training among the order's ranks.", - "Conversely, the Ruby Order can be a steadfast opponent to the characters of your campaign, particularly if those characters tend more toward chaos than law (or even if they simply have a distaste for necromancy). If the Ruby Order perceives the characters as enemies, they have the will and patience to make the characters' lives a living hell." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "As part of their dedication to discipline, the Ruby Order's necromantic boons are centered around the use of necromancy to perform lawful acts and to oppose any chaotic entities that would threaten them.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Lawful Animation (1/Day)", - "entries": [ - "The cultist can spend 1 hour performing a ritual that animates the remains of a dead humanoid. If the humanoid's spirit is free and willing, it returns to the corpse, which rises as a undead in the same space. The undead's alignment, memories, and personality traits are the same as those that it had in life. The corpse may rise as a wight or some other form that the DM deems appropriate." - ] - }, - { - "type": "entries", - "name": "Rebuke the Unlawful", - "entries": [ - "When a creature within 30 feet of the cultist that it can see hits the cultist with an attack, that creature takes necrotic damage equal to the damage dealt by its attack (DC 15 Constitution save for half)." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Marys|LM} is a new member of the Ruby Order, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic \"binges\", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters." - ] - } - ] - } - ] - } - ], - "class": [ + "_meta": { + "sources": [ + { + "json": "LM", + "abbreviation": "LM", + "full": "Libris Mortis", + "version": "1.0.1", + "url": "https://drive.google.com/file/d/1zjoJTguCOkJYNU_MKa0osyunoH2fU4DP/view", + "authors": [ + "badooga" + ], + "convertedBy": [ + "badooga" + ], + "color": "00520e" + } + ], + "internalCopies": [ + "monsterFluff" + ], + "dateAdded": 1700816905, + "dateLastModified": 1700816905 + }, + "variantrule": [ { - "name": "Blackguard", + "name": "Glossary", "source": "LM", - "page": 96, - "hd": { - "number": 1, - "faces": 10 - }, - "proficiency": [ - "wis", - "cha" - ], - "spellcastingAbility": "cha", - "casterProgression": "1/2", - "preparedSpells": "<$level$> / 2 + <$cha_mod$>", - "optionalfeatureProgression": [ + "page": 4, + "entries": [ + "The following verbiage/terms are used in parts of {@book Libris Mortis|LM} (especially in monster stat blocks) to make the text more concise and easier to read.", { - "name": "Fighting Style", - "featureType": [ - "FS:P" - ], - "progression": { - "2": 1 - } + "name": "Basic Saving Throws", + "type": "entries", + "entries": [ + "If an effect says, for example, \"the target takes 14 ({@damage 4d6}) fire damage (DC 15 Dexterity save for half)\", it means that the target must make a DC 15 Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Bloodied", + "type": "entries", + "entries": [ + "A creature is {@condition bloodied|LM} when it has half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only trigger or apply when a creature is bloodied." + ] + }, + { + "name": "Constant Spells", + "type": "entries", + "entries": [ + "Some creatures have spells that apply to them constantly without the need for concentration, as denoted in the Spellcasting section of their stat blocks. If dispelled (e.g. by {@spell dispel magic}), the creature can recast it at will, without providing material components; when it does so, the spell becomes constant once again." + ] + }, + { + "name": "Health Drain", + "type": "entries", + "entries": [ + "When a creature suffers some amount of {@condition health drain|LM}, its hit point maximum is reduced by an amount equal to the value given in the triggering effect (typically equal to some amount of damage taken). This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ] + }, + { + "name": "Living Creature", + "type": "entries", + "entries": [ + "A living creature is any creature that isn't an undead or construct. Constructs are neither alive nor dead." + ] + }, + { + "name": "Magical Darkness", + "type": "entries", + "entries": [ + "A creature with {@sense darkvision} can't see through magical darkness, and nonmagical light can't illuminate it." + ] + }, + { + "name": "Repeating Saving Throws", + "type": "entries", + "entries": [ + "If an effect with a saving throw made to avoid it is appended with \"(save ends)\", the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one." + ] + }, + { + "name": "Targeting Objects", + "type": "entries", + "entries": [ + "Abilities and other features that target or damage objects only target objects that aren't being worn or carried, unless the DM rules otherwise." + ] + } + ] + }, + { + "name": "Strength Drain", + "source": "LM", + "page": 60, + "ruleType": "V", + "entries": [ + "If you find the Strength Drain feature of a {@creature shadow} or similar creature to be too overbearing, consider using the alternative feature below.", + { + "type": "entries", + "entries": [ + { + "name": "Enfeebling Touch", + "type": "entries", + "entries": [ + "When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength." + ] + } + ] + } + ] + }, + { + "name": "Deities", + "source": "LM", + "page": 73, + "type": "section", + "entries": [ + "Two of the legendary undead presented in {@book Libris Mortis|LM} are deities. While deities usualy can't be defeated, some adventurers are foolish enough to challenge one to combat; furthermore, extreme circumstances may warrant intervention by a deity's avatar. So, this book takes the route of creating stat blocks for these deities, the mechanics of which are described in the sections below.", + { + "name": "Design Notes: Deity Stat Blocks", + "type": "entries", + "entries": [ + "The mere idea of having statistics for a deity is already controversial enough\u2014after all, if it can be statted, it can be killed by a foolhardy adventuring power. However, the notion of fighting a god's avatar is far more agreeable, so at minimum, I wanted to provide statistics for those.", + "So, when deciding what to do, these were the problems I had to address:", + { + "type": "list", + "items": [ + "I want to support DMs who both desire fightable deities, as well as those that don't.", + "There are no official rules for Challenge Ratings beyond 30 in 5e.", + "Making stat blocks for a deity and its avatar means doing almost twice as much work." + ] + }, + "First, I looked at the precedents. 4th Edition includes separate stat blocks for a deity and its avatar, as well as a discussion of the conditions necessary to truly kill the deity. Meanwhile, 5th Edition gives an outdated CR 30 stat block for {@creature Tiamat|RoT} in {@adventure Rise of Tiamat|RoT} with five legendary actions, CR 30 mythic stat blocks for the aspects of {@creature Aspect of Bahamut|FTD|Bahamut} and {@creature Aspect of Tiamat|FTD|Tiamat} in {@book Fizban's|FTD}, while {@adventure Icewind Dale|idrotf} gives {@creature Auril (First Form)|idrotf|Auril} three distinct legendary stat blocks (CR 9, 10, 11) that she cycles between.", + "Auril switching to a new stat block each phase is equal in power to gaining a mythic trait and its associated mythic actions. So, inspired by her mechanics, I came up with the following design:", + { + "type": "list", + "items": [ + "Deities cap out at CR 30, just as other monsters do. Greater deities are usually between CR 20 and 30, while lesser ones can dip even lower.", + "Deities have five legendary actions instead of three.", + "Deities have three phases. By default, they are separated by two mythic traits, and the deity gains new mythic actions during the second and third phases.", + "To avoid having to make an entirely new stat block for the avatar, the avatar can be represented by removing one of the mythic traits from the full deity, making it a normal mythic monster.", + "Deities discorporate if you kill them, unless you manage to satisfy certain conditions set by the DM. This means that even if a deity can be bested in combat, doing so won't permanently change the pantheon of the setting." + ] + }, + "For the DMs that want fightable gods, this allows the party to test their might against an epic three phase boss fight; this design has in fact been playtested and has received positive feedback. For the DMs that don't want fightable gods, they can simply not allow the full deity to be fought. For both camps, running a deity's avatar becomes as simple as removing a single entry from a stat block." + ] + }, + { + "name": "Deity Template", + "type": "entries", + "entries": [ + "Creatures that have the deity tag share the following features.", + { + "type": "entries", + "entries": [ + { + "name": "Senses", + "type": "entries", + "entries": [ + "The deity has {@sense truesight} out to 120 feet and {@sense blindsight} out to 500 feet." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "The deity can speak all languages and has telepathy out to 1,000 feet." + ] + }, + { + "name": "Damage Immunities", + "type": "entries", + "entries": [ + "The deity is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + }, + { + "name": "Discorporation", + "type": "entries", + "entries": [ + "When the deity dies, its body is destroyed but its essence travels back to its divine realm, and it is unable to take physical form for a time." + ] + }, + { + "name": "Divine Will", + "type": "entries", + "entries": [ + "The deity is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." + ] + }, + { + "name": "Legendary Resistance (5/Day)", + "type": "entries", + "entries": [ + "If the deity fails a saving throw, it can choose to succeed instead. This can be replaced with an equivalent set of features that help defend the deity against devastating effects that would incapacitate it or prevent it from properly participating in the combat encounter." + ] + }, + { + "name": "Mythic Traits", + "type": "entries", + "entries": [ + "The deity has two mythic traits, making it a three-phase boss fight; it can choose which order to activate them in as the battle progresses. To represent the deity's avatar, simply remove one of the mythic traits." + ] + }, + { + "name": "Spellcasting", + "type": "entries", + "entries": [ + "The deity is always under the effects of the {@spell nondetection} spell, and it can cast {@spell divine word} and {@spell wish} in combat once per day each. Its spellcasting ability can be Constitution, Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Legendary Actions", + "type": "entries", + "entries": [ + "The deity can use five legendary actions per round and has at least three legendary action options." + ] + }, + { + "name": "Mythic Actions", + "type": "entries", + "entries": [ + "The deity has six mythic actions. It gains access to the first three once its first mythic trait activates, and it gains access to the rest once the second one activates." + ] + } + ] + } + ] + }, + { + "name": "Killing a Deity", + "type": "entries", + "entries": [ + "When a deity is reduced to 0 hit points after all of its mythic traits have been exhausted, the deity's mind leaves its body and the deity is unable to assume physical form for some time. The discorporation usually lasts at least a few months, and it can last up to several years. During this time, the deity's power is weaker, but it is far from negligible.", + "If the party wishes to truly kill a deity, it must fulfill one or more conditions specific to that deity. This could require destroying the deity's most prominent temple, or finding an artifact that can deliver the killing blow. If the specific conditions are satisfied, the deity cannot discorporate and can instead be killed." + ] + }, + { + "name": "Divine Realm", + "type": "entries", + "entries": [ + "If the party wishes to truly kill a deity, it must fulfill one or more conditions specific to that deity. This could require destroying the deity's most prominent temple, or finding an artifact that can deliver the killing blow. If the specific conditions are satisfied, the deity cannot discorporate and can instead be killed.", + "In addition to a typical set of lair actions, the deity's influence warps the area containing its divine realm, creating a number of regional effects the party may have to contend with." + ] + } + ] + }, + { + "name": "Cheaper Poisons and Positoxins", + "source": "LM", + "page": 122, + "ruleType": "V", + "entries": [ + "The prices listed for {@variantrule positoxins|LM} are based on the prices for the poisons in the {@book Dungeon Master's Guide|DMG}. However, in a setting that heavily involves assassinations and espionage, poisons might be more abundant and cheaper to make. In such a setting, you may wish to reduce the costs of all poisons and positoxins to half of their listed values. For the {@item Basic Poison (vial)|phb|basic poison} presented in the {@book Player's Handbook|PHB}, you can choose to reduce its cost to 20 gp." + ] + }, + { + "name": "Positoxins", + "source": "LM", + "page": 122, + "entries": [ + "Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To fiends and undead, a positoxin functions much like a poison would to a humanoid.", + "Compared to a normal poison, a positoxin only works on fiends and undead, deals radiant damage instead of poison damage, and causes the target to become frightened of every other creature in place of the poisoned condition. Otherwise, a positoxin follows the same rules as a regular poison.", + "Any poison can be turned into a positoxin through a process that combines it with holy water. A positoxin made in this manner is worth 50% more gp than its base poison; you must use an amount of holy water equal to a fourth of the base poison's selling cost (half of its crafting price) in order to convert it to a positoxin. The new positoxin is identical to its base poison, except that it undergoes the changes listed above.", + "In addition, a selection of unique positoxins and their effects are listed below.", + { + "type": "list", + "items": [ + "{@item Bloodwine|LM}", + "{@item Boneshard Paste|LM}", + "{@item Celestial Essence|LM}", + "{@item Gravedust|LM}", + "{@item Lichbane|LM}", + "{@item Liquid Mortality|LM}", + "{@item Sunlight Oil|LM}" + ] } + ] + } + ], + "condition": [ + { + "name": "Bloodied", + "entries": [ + "A creature is bloodied when it has half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only trigger or apply when a creature is bloodied." ], - "startingProficiencies": { - "armor": [ - "light", - "medium", - "heavy", - "{@item shield|phb|shields}" - ], - "weapons": [ - "simple", - "martial" - ], - "skills": [ + "source": "LM", + "page": 0 + }, + { + "name": "Health Drain", + "entries": [ + "When a creature suffers some amount of health drain, its hit point maximum is reduced by an amount equal to the value given in the triggering effect (typically equal to some amount of damage taken). This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ], + "source": "LM", + "page": 0 + } + ], + "monster": [ + { + "name": "Atropal Scion", + "source": "LM", + "page": 7, + "group": [ + "Abominations" + ], + "fluff": { + "_monsterFluff": { + "name": "Atropal Scion", + "source": "LM" + }, + "images": [ { - "choose": { - "from": [ - "athletics", - "deception", - "insight", - "intimidation", - "persuasion", - "religion" - ], - "count": 2 + "type": "image", + "href": { + "type": "external", + "url": "https://bogleech.com/dnd/atropal.jpg" } } ] }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} and a {@item shield|phb} or (b) two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon}", - "(a) five {@item javelin|phb|javelins} or (b) any {@filter simple melee weapon|items|source=phb|category=basic|type=simple weapon;melee weapon=u~u~sand}", - "(a) a {@item priest's pack|phb} or (b) an {@item explorer's pack|phb}", - "{@item Chain mail|phb} and a {@item holy symbol|phb}" - ], - "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", - "defaultData": [ - { - "a": [ - { - "equipmentType": "weaponMartial" - }, - "shield|phb" - ], - "b": [ - { - "equipmentType": "weaponMartial", - "quantity": 2 - } - ] - }, - { - "a": [ - { - "item": "javelin|phb", - "quantity": 5 - } - ], - "b": [ - { - "equipmentType": "weaponSimpleMelee" - } - ] - }, - { - "a": [ - "priest's pack|phb" - ], - "b": [ - "explorer's pack|phb" + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": { + "type": "undead", + "tags": [ + "titan" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 9 + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 0, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 16, + "dex": 8, + "con": 18, + "int": 18, + "wis": 16, + "cha": 19, + "senses": [ + "darkvision 120 ft.", + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "understands Celestial but utters only obscene nonsense" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The atropal's innate spellcasting ability is Charisma (spell save {@dc 15}). The atropal can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell dispel magic}", + "{@spell locate creature}" + ], + "daily": { + "3": [ + "{@spell contagion}" ] }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The atropal has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Negative Energy Aura", + "entries": [ + "Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 7 ({@damage 2d6}) necrotic damage. If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature." + ] + } + ], + "action": [ + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Life Drain", + "entries": [ + "The atropal deals 21 ({@damage 6d6}) necrotic damage to one creature it can see within 120 feet of it ({@dc 15} Constitution save for half). The atropal regains a number of hit points equal to half the amount of damage dealt." + ] + }, + { + "name": "Summon Specter {@recharge}", + "entries": [ + "The atropal summons a {@creature specter} which materializes within 30 feet of it in an unoccupied space it can see. The specter obeys its summoner's commands and can't be controlled by any other creature. The specter vanishes when it drops to 0 hit points or when its summoner dies. " + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD", + "U" + ], + "languageTags": [ + "CE" + ], + "damageTags": [ + "N" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "blinded", + "poisoned", + "stunned" + ] + }, + { + "name": "Rotvine Defiler", + "shortName": "defiler", + "source": "LM", + "page": 8, + "group": [ + "Abominations" + ], + "fluff": { + "_monsterFluff": { + "name": "Rotvine Defiler", + "source": "LM" + }, + "images": [ { - "_": [ - "Chain mail|phb", - "holy symbol|phb" - ] + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/yhNYVZm.png" + } } ] }, - "multiclassing": { - "requirements": { - "str": 13, - "cha": 13 - }, - "proficienciesGained": { - "armor": [ - "light", - "medium", - "{@item shield|phb|shields}" - ], - "weapons": [ - "simple", - "martial" + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" ] } + ], + "hp": { + "formula": "20d12 + 160", + "average": 290 }, - "classTableGroups": [ + "speed": { + "walk": 40, + "burrow": 40 + }, + "str": 26, + "dex": 18, + "con": 26, + "int": 8, + "wis": 16, + "cha": 15, + "save": { + "wis": "+9", + "cha": "+8", + "int": "+5" + }, + "senses": [ + "tremorsense 60 ft." + ], + "passive": 13, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "18", + "trait": [ { - "title": "Spell Slots per Spell Level", - "colLabels": [ - "{@filter 1st|spells|level=1|class=Blackguard (LM)}", - "{@filter 2nd|spells|level=2|class=Blackguard (LM)}", - "{@filter 3rd|spells|level=3|class=Blackguard (LM)}", - "{@filter 4th|spells|level=4|class=Blackguard (LM)}", - "{@filter 5th|spells|level=5|class=Blackguard (LM)}" - ], - "rowsSpellProgression": [ - [ - 0, - 0, - 0, - 0, - 0 - ], - [ - 2, - 0, - 0, - 0, - 0 - ], - [ - 3, - 0, - 0, - 0, - 0 - ], - [ - 3, - 0, - 0, - 0, - 0 - ], - [ - 4, - 2, - 0, - 0, - 0 - ], - [ - 4, - 2, - 0, - 0, - 0 - ], - [ - 4, - 3, - 0, - 0, - 0 - ], - [ - 4, - 3, - 0, - 0, - 0 - ], - [ - 4, - 3, - 2, - 0, - 0 - ], - [ - 4, - 3, - 2, - 0, - 0 - ], - [ - 4, - 3, - 3, - 0, - 0 - ], - [ - 4, - 3, - 3, - 0, - 0 - ], - [ - 4, - 3, - 3, - 1, - 0 - ], - [ - 4, - 3, - 3, - 1, - 0 - ], - [ - 4, - 3, - 3, - 2, - 0 - ], - [ - 4, - 3, - 3, - 2, - 0 - ], - [ - 4, - 3, - 3, - 3, - 1 - ], - [ - 4, - 3, - 3, - 3, - 1 - ], - [ - 4, - 3, - 3, - 3, - 2 - ], - [ - 4, - 3, - 3, - 3, - 2 - ] + "name": "Despoiled Morass", + "entries": [ + "The defiler's tentacles cause the area within 20 feet of it to be difficult terrain." + ] + }, + { + "name": "Unbreakable (3/Day)", + "entries": [ + "If the defiler is {@condition incapacitated} at the start of its turn, the effect causing this condition immediately ends on the defiler." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The defiler deals double damage to objects and structures." + ] + }, + { + "name": "Putrescent Explosion", + "entries": [ + "When the defiler is {@condition bloodied|LM} (145 HP), and again when it is reduced to 0 hit points, it releases an explosion of necrotic gas. Each creature within 10 feet of the defiler takes 18 ({@damage 4d8}) necrotic damage ({@dc 22} Constitution save for half). If the saving throw fails by 5 or more, the target is also {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The defiler's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start." ] } ], - "classSpells": [ - "Bane", - "Cause Fear|XGE", - "Charm Person", - "Command", - "Compelled Duel", - "Detect Poison and Disease", - "Compelled Duel", - "Detect Evil and Good", - "Hellish Rebuke", - "Hex", - "Inflict Wounds", - "Protection from Evil and Good", - "Ray of Sickness", - "Searing Smite", - "Shield of Faith", - "Thunderous Smite", - "Venomous Smite|LM", - "Wrathful Smite", - "Blindness/Deafness", - "Branding Smite", - "Crown of Madness", - "Darkness", - "Find Steed", - "Ghastly Stench|LM", - "Invisibility", - "Locate Object", - "Magic Weapon", - "Protection from Poison", - "Ray of Enfeeblement", - "Suggestion", - "Weakening Aura|LM", - "Wither Limb|LM", - "Zone of Truth", - "Bestow Curse", - "Blinding Smite", - "Dispel Magic", - "Elemental Weapon", - "Enemies Abound|XGE", - "Fear", - "Lay Waste|LM", - "Magic Circle", - "Remove Curse", - "Spirit Shroud|TCE", - "Stinking Cloud", - "Summon Lesser Demons|XGE", - "Summon Shadowspawn|TCE", - "Summon Undead|TCE", - "Thunder Step|XGE", - "Unholy Crusade|LM", - "Vampiric Smite|LM", - "Vampiric Touch", - "Banishment", - "Blight", - "Charm Monster|XGE", - "Confusion", - "Consumptive Field|LM", - "Death Ward", - "Dominate Beast", - "Find Greater Steed|XGE", - "Locate Creature", - "Phantasmal Killer", - "Shadow of Moil|XGE", - "Staggering Smite", - "Summon Greater Demon|XGE", - "Antilife Shell", - "Banishing Smite", - "Circle of Power", - "Cloudkill", - "Contact Other Plane", - "Contagion", - "Danse Macabre|XGE", - "Destructive Wave", - "Dispel Evil and Good", - "Dominate Person", - "Enervation|XGE", - "Geas", - "Hallow", - "Infernal Calling|XGE", - "Modify Memory", - "Negative Energy Flood|XGE", - "Wall of Pain|LM" - ], - "classFeatures": [ - "Shroud of Shadow|Blackguard|LM|1", - "Unholy Vigor|Blackguard|LM|1", - "Dread Smite|Blackguard|LM|2", - "Fighting Style|Blackguard|LM|2", - "Spellcasting|Blackguard|LM|2", - "Inured to Decay|Blackguard|LM|3", + "action": [ { - "classFeature": "Blackguard Vice|Blackguard|LM|3", - "gainSubclassFeature": true, - "gainSubclassFeatureHasContent": true + "name": "Multiattack", + "entries": [ + "The defiler makes three melee attacks." + ] }, - "Ability Score Improvement|Blackguard|LM|4", - "Martial Versatility|Blackguard|LM|4", - "Extra Attack|Blackguard|LM|5", - "Dark Blessing|Blackguard|LM|6", { - "classFeature": "Blackguard Vice feature|Blackguard|LM|7", - "gainSubclassFeature": true + "name": "Tendril of Rot", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d6 + 8}) damage plus 7 ({@damage 2d6}) necrotic damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and it takes 7 ({@damage 2d6}) necrotic damage at the start of each of the defiler's turns." + ] }, - "Ability Score Improvement|Blackguard|LM|8", - "Aura of Hate|Blackguard|LM|10", - "Improved Dread Smite|Blackguard|LM|11", - "Ability Score Improvement|Blackguard|LM|12", - "Vile Touch|Blackguard|LM|14", { - "classFeature": "Blackguard Vice feature|Blackguard|LM|15", - "gainSubclassFeature": true + "name": "Fling Object", + "entries": [ + "This attack is made by flinging one Large or smaller object {@condition grappled} by the defiler's tendrils, such as one grabbed using the tendril attack from its Destroy feature.", + "{@atk mw,rw} {@hit 14} to hit, reach 20 ft. or range 30/90 ft., one target. {@h}14 ({@damage 1d12 + 8}) damage, and the target must succeed on a {@dc 18} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone}." + ] }, - "Ability Score Improvement|Blackguard|LM|16", - "Aura improvements|Blackguard|LM|18", - "Ability Score Improvement|Blackguard|LM|19", { - "classFeature": "Blackguard Vice feature|Blackguard|LM|20", - "gainSubclassFeature": true + "name": "Defile the Living {@recharge 5}", + "entries": [ + "The defiler creates a surge of negative energy that affects each creature it is grappling. The defiler regains 10 hit points per affected target, and each target becomes vulnerable to necrotic damage and suffers disadvantage on all Strength, Dexterity, and Constitution saving throws until the end of the defiler's next turn." + ] } ], - "subclassTitle": "Blackguard Vice", - "fluff": [ + "reaction": [ { - "type": "section", - "name": "Blackguard", + "name": "Earthly Maw", "entries": [ - "The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw the strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks\u2014the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts, the blackguards.", - { - "type": "entries", - "name": "Wielders of Negative Emotions", - "entries": [ - "Blackguards are shadow warriors who embrace the power of what most people consider to be a vice or a dark emotion. A blackguard's vice becomes a central focus for that individual's divine power. Dominance, fury, and pride are among the forces that blackguards cultivate to fuel their might.", - "Because malevolent deities and wicked forces in the cosmos are more likely to hold a vice in esteem, most blackguards are villains. Nevertheless, blackguards who cling to higher ideals do exist. A heroic blackguard might be born when a divine soldier who tries to exemplify virtue cannot control their anger or some other base emotion. Such blackguards are referred to as fallen paladins. Other heroic blackguards cleave to a vice that a non-evil religion or deity promotes as an asset, or they have learned by necessity to turn their negative tendencies into a divine focus so that they can lead productive lives." - ] - }, - { - "type": "entries", - "name": "The Temptation of Evil", - "entries": [ - "The power of vice is alluring because it offers fewer restrictions than virtue does. Though the power comes easily, a blackguard always faces the worst temptations of his or her vice, as well as that of other negative emotions that echo the vice. Scruples can be hard to maintain in the face of such a lure. A truly heroic blackguard can never give in and take the easy path.", - "Heroic blackguards have a hard road to travel. Their truly immoral counterparts form orders that actively oppose virtuous knights and cavaliers. Whether or not a specific blackguard is a member of such a dark order, those same knights and cavaliers rarely understand that a person can channel divine power through a vice without becoming debased. The common people rightly fear all blackguards the same way they fear the black knights of legend. A blackguard who uses the divine power of the dreaded vices to combat evil still has difficulty finding a wide array of allies. He or she rarely enjoys a hero's accolades." - ] - }, - { - "type": "entries", - "name": "Creating a Blackguard", - "entries": [ - "The most important aspect of a blackguard character is their background and how they became a member of this class. Are you a fallen paladin, or did you gain the power of vice via some other method? Did you find yourself unwillingly consumed by negative emotions, or did you willingly plunge yourself into the shadows? Do you seek some sort of positive change, or do you continue to stray closer and closer to evil?", - "In particular, take a moment to establish the relationship between your alignment and your levels in this class. Are you an evil-aligned that has fully embraced your dark emotions, or are you good-aligned in spite of them? Do you attempt to control your emotions using a structured, lawful approach, or do you channel them in a free, chaotic manner? If you are neutral along either axis, how do you maintain this balance when the shadows continually attempt to eat away at your sense of self?", - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make a blackguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the {@background soldier} background." - ] - }, - { - "type": "inset", - "name": "Blackguards and Paladins", - "entries": [ - "When a {@class paladin} actively breaks their oath and falls down the path of darkness, the DM may choose to replace their paladin levels with blackguard levels, rather than using the {@class paladin|phb|Oathbreaker|Despair|LM} in the {@book Dungeon Master's Guide|DMG}. Similarly, if a blackguard completes some sort of quest for atonement, they may be able to make a sacred oath that allows them to replace their blackguard levels with paladin levels." - ] - } - ] - } + "When a creature provokes an opportunity attack from the defiler, or when a creature hits an attack against it with advantage on the attack roll, the defiler can move up to its speed towards the creature (without provoking opportunity attacks) and make the following bite attack against it, if possible.", + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h} 24 ({@damage 3d10 + 8}) piercing damage, and the target takes 14 ({@damage 4d6}) necrotic damage ({@dc 22} Constitution save for half). If the saving throw fails by 5 or more, the target also suffers {@condition health drain|LM} equal to the necrotic damage taken." ] } - ] - } - ], - "classFeature": [ - { - "name": "Shroud of Shadow", - "source": "LM", - "page": 97, - "className": "Blackguard", - "classSource": "LM", - "level": 1, - "entries": [ - "{@i 1st-level blackguard feature}", - "You learn to shroud your dark emotions from those that would oppose their usage. You have advantage on ability checks made to mislead others about your true emotions and alignment, and you have advantage on saving throws against effects that allow other creatures to know your alignment or to read your thoughts or emotions." - ] - }, - { - "name": "Unholy Vigor", - "source": "LM", - "page": 98, - "className": "Blackguard", - "classSource": "LM", - "level": 1, - "entries": [ - "{@i 1st-level blackguard feature}", - "You can use your dark power to invigorate yourself. As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier + your blackguard level. These temporary hit points disappear after 1 minute.", - "Once you use this feature, you can't do so again until you finish a short or long rest." - ] - }, - { - "name": "Dread Smite", - "source": "LM", - "page": 98, - "className": "Blackguard", - "classSource": "LM", - "level": 2, - "entries": [ - "{@i 2nd-level blackguard feature}", - "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is {@dice 2d8} for a 1st-level spell slot, plus {@dice 1d8} for each spell level higher than 1st, to a maximum of {@dice 5d8}. The damage increases by {@dice 1d8} if the target is a celestial, to a maximum of {@dice 6d8}.", - "Additionally, when you select a Vice at 3rd level, you gain the ability to change the damage type of your Dread Smite whenever you use it. The damage type you can change it to is dependent on your choice of Vice, as listed in the table below.", + ], + "reactionHeader": [ + "The defiler can take one reaction on every turn in combat." + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW", + "RCH", + "RW", + "AOE" + ], + "conditionInflict": [ + "grappled", + "health drain|LM", + "poisoned", + "prone", + "restrained" + ], + "bonus": [ { - "type": "table", - "colLabels": [ - "Vice", - "Damage Type" - ], - "colStyles": [ - "text-align-left col-6", - "text-align-left col-6" - ], - "rows": [ - [ - "Despair", - "Cold" - ], - [ - "Domination", - "Psychic" - ], - [ - "Fury", - "Thunder" - ], - [ - "Pride", - "Radiant" - ], - [ - "Treachery", - "Poison" - ] + "name": "Destroy", + "entries": [ + "The defiler makes a melee attack against an object or structure." ] - } + } ] }, { - "name": "Fighting Style", + "name": "Discord Incarnate", + "shortName": "incarnate", "source": "LM", - "page": 98, - "className": "Blackguard", - "classSource": "LM", - "level": 2, - "entries": [ - "{@i 2nd-level blackguard feature}", - "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.", + "page": 9, + "group": [ + "Abominations" + ], + "fluff": { + "_monsterFluff": { + "name": "Discord Incarnate", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/nPz3Y94.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": { + "type": "undead", + "tags": [ + "titan" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "type": "options", - "count": 1, + "ac": 21, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 243, + "formula": "18d10 + 144" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 26, + "dex": 22, + "con": 26, + "int": 25, + "wis": 25, + "cha": 30, + "save": { + "int": "+14", + "wis": "+14", + "cha": "+17" + }, + "skill": { + "perception": "+14" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "21", + "trait": [ + { + "name": "Blasphemous Weapons", "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Close Quarters Shooter|UALightDarkUnderdark" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Defense" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Dueling" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Great Weapon Fighting" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Mariner|UAWaterborneAdventures" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Protection" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Tunnel Fighter|UALightDarkUnderdark" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blind Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Interception|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Thrown Weapon Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Unarmed Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blessed Warrior|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blessed Warrior|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blind Fighting|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Interception|TCE" - } + "The incarnate's weapon attacks are magical. When the incarnate hits with any weapon, the weapon deals an extra {@damage 3d8} necrotic damage plus {@damage 3d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The incarnate has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Shielded Mind", + "entries": [ + "The incarnate is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location." + ] + }, + { + "name": "Fear Aura", + "entries": [ + "Any creature hostile to the incarnate that starts its turn within 20 feet of the incarnate must make a {@dc 25} Wisdom saving throw, unless the incarnate is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the incarnate's Fear Aura for the next 24 hours." ] } - ] - }, - { - "name": "Spellcasting", - "source": "LM", - "page": 98, - "className": "Blackguard", - "classSource": "LM", - "level": 2, - "entries": [ - "{@i 2nd-level blackguard feature}", - "You have learned to draw on divine magic through the strength of your negative emotions.", + ], + "action": [ { - "type": "entries", - "name": "Preparing and Casting Spells", + "name": "Multiattack", "entries": [ - "The Blackguard table shows how many spell slots you have to cast your {@filter blackguard spells|spells|class=blackguard (LM)}. To cast one of your blackguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", - "You prepare the list of blackguard spells that are available for you to cast, choosing from the blackguard spell list. When you do so, choose a number of blackguard spells equal to your Charisma modifier + half your blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", - "For example, if you are a 5th-level blackguard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell inflict wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", - "You can change your list of prepared spells when you finish a long rest. Preparing a new list of blackguard spells requires time spent in silence and contemplation: at least 1 minute per spell level for each spell on your list." + "The incarnate makes two longsword attacks. It also uses Create Couatl Mockeries, if it is available." ] }, { - "type": "entries", - "name": "Spellcasting Ability", + "name": "Longsword", "entries": [ - "Charisma is your spellcasting ability for your blackguard spells, since their power derives from the strength of your dark ambitions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.", - { - "type": "abilityDc", - "name": "Spell", - "attributes": [ - "cha" - ] - }, - { - "type": "abilityAttackMod", - "name": "Spell", - "attributes": [ - "cha" - ] - } + "{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) slashing damage, or 13 ({@damage 1d10 + 8}) slashing damage if used with both hands, plus 13 ({@damage 3d8}) necrotic damage and 13 ({@damage 3d8}) radiant damage." ] }, { - "type": "entries", - "name": "Spellcasting Focus", + "name": "Create Couatl Mockeries {@recharge 5}", "entries": [ - "You can use a {@item holy symbol|phb} as a spellcasting focus for your blackguard spells." + "The incarnate summons spectral, intangible mockeries of couatls that flit around it imtountil the end of its next turn. During this time, ranged attack rolls against the incarnate have disadvantage, and creatures within 20 feet of the incarnate have disadvantage on all saving throws." ] } + ], + "reactionHeader": [ + "The incarnate can spend one legendary action to take a reaction, even when it has already used its normal reaction." + ], + "reaction": [ + { + "name": "Discordant Retaliation", + "entries": [ + "In response to being hit by a melee attack by a creature within 5 feet of the incarnate, the incarnate can make a longsword attack against that creature. On a hit, the target must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone} or pushed up to 10 feet away from the incarnate (incarnate's choice)." + ] + }, + { + "name": "Feed on Weakness", + "entries": [ + "When a creature within 20 feet of the incarnate fails a saving throw, the incarnate gains 25 temporary hit points." + ] + }, + { + "name": "Rush of Pain", + "entries": [ + "If the incarnate fails a saving throw caused by a creature it can see, the incarnate can fly up to half its speed towards that creature. This movement provokes opportunity attacks as normal." + ] + } + ], + "legendary": [ + { + "name": "Unholy Pull", + "entries": [ + "The incarnate uses its free hand to telekinetically pull one Huge or smaller creature or object it can see within 120 feet of it up to 30 feet directly towards it. If the target is an unwilling creature, it can avoid being pulled with a successful {@dc 25} Strength or Charisma saving throw (creature's choice)." + ] + }, + { + "name": "Weaken", + "entries": [ + "The incarnate forces one creature it can see within 30 feet of it to make a DC 25 Charisma saving throw, with advantage on the roll if it is immune to being {@condition poisoned}. On a failed save, the target can't regain hit points and suffers disadvantage on all attack rolls and ability checks until the end of its next turn." + ] + }, + { + "name": "Discord's Wrath (Costs 1-3 Actions)", + "entries": [ + "The incarnate expands the range of its Fear Aura by 20 feet per legendary action spent until the end of its next turn. Each creature within that aura when this ability is activated takes 9 ({@scaledice 2d8|1-3|2d8|legendary actions}) necrotic damage plus 9 ({@scaledice 2d8|1-3|2d8|legendary actions}) radiant damage per legendary action spent (DC 23 Constitution save for half)." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Reckless" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "N", + "R", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened", + "incapacitated", + "prone" + ], + "conditionInflictSpell": [ + "invisible" ] }, { - "name": "Channel Divinity", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 3, - "entries": [ - "{@i 3rd-level blackguard feature}", - "Your vice allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your vice explains how to use it.", - "When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.", - "Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your blackguard spell save DC." - ] - }, - { - "name": "Channel Divinity: Harness Divine Power", + "name": "Skulking Cyst", "source": "LM", - "className": "Blackguard", - "classSource": "LM", - "level": 3, - "isClassFeatureVariant": true, - "consumes": { - "name": "Channel Divinity" + "page": 11, + "group": [ + "Blightspawn" + ], + "fluff": { + "_monsterFluff": { + "name": "Skulking Cyst", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i0.wp.com/dmdave.com/wp-content/uploads/2018/12/skulking-cyst.jpg" + } + } + ] }, - "entries": [ - "{@i 3rd-level blackguard {@variantrule optional class features|tce|optional feature}}", - "You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Inured to Decay", - "source": "LM", - "page": 98, - "className": "Blackguard", - "classSource": "LM", - "level": 3, - "entries": [ - "{@i 3rd-level blackguard feature}", - "The negative energy flowing through you makes you immune to disease." - ] - }, - { - "name": "Blackguard Vice", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 3, - "entries": [ - "{@i 3rd-level blackguard feature}", - "When you reach 3rd level, you gain the vice that binds you as a blackguard forever. Up to this time you have been tempted by your dark emotions, standing along the boundary between light and darkness. Now you choose from one of the Vices detailed at the end of the class description.", - "Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include vice spells and the Channel Divinity feature.", + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ { - "name": "Vice Spells", - "type": "entries", + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 39, + "formula": "6d6 + 18" + }, + "speed": { + "walk": 30, + "climb": 30, + "swim": 30 + }, + "str": 9, + "dex": 18, + "con": 16, + "int": 13, + "wis": 14, + "cha": 16, + "skill": { + "perception": "+4", + "stealth": "+6" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 14, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "cr": "4", + "trait": [ + { + "name": "Create Spawn", "entries": [ - "Each vice has a list of associated spells. You gain access to these spells at the levels specified in the vice description. Once you gain access to a vice spell, you always have it prepared. Vice spells don't count against the number of spells you can prepare each day.", - "If you gain a vice spell that doesn't appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you." + "A creature slain by the skulking cyst's Blood Drain rises as a skulking cyst after 1 minute. If a creature dies while suffering from a {@spell necrotic cyst|LM} spell originating from the skulking cyst, a skulking cyst bursts from the creature's body and acts on the same turn that it emerges." ] }, { - "type": "refClassFeature", - "classFeature": "Channel Divinity|Blackguard|LM|3" + "name": "Damage Transfer", + "entries": [ + "While attached to a creature, the skulking cyst takes only half the damage dealt to it (rounded down), and that creature takes the other half." + ] }, { - "type": "refClassFeature", - "classFeature": "Channel Divinity: Harness Divine Power|Blackguard|LM|3" + "name": "Spider Climb", + "entries": [ + "The skulking cyst can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The skulking cyst's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the skulking cyst to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skulking cyst drops to 1 hit point instead." + ] } + ], + "action": [ + { + "name": "Blood Drain", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 5 ({@damage 2d4}) necrotic damage, and if the target is a living creature, the skulking cyst attaches to it. If the skulking cyst has advantage against the target, it attaches to the target's head, and the target is {@condition blinded} and unable to breathe while the skulking cyst is attached. While attached, the cyst can make this attack only against the target and has advantage on the attack roll. The skulking cyst can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the skulking cyst by succeeding on a {@dc 14} Strength check." + ] + }, + { + "name": "Necrotic Cyst (5th-Level Spell; 1/Day)", + "entries": [ + "{@atk ms} {@hit 5} to hit, reach 5 ft., one living creature. {@h}The target develops an internal spherical sac that contains fluid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever the skulking cyst chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful {@dc 13} Wisdom (Medicine) check.", + "While the target possesses a necrotic cyst, it suffers from the {@condition poisoned} condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a {@dc 13} Constitution saving throw. On a failed save, the target suffers {@condition health drain|LM} equal to the damage taken.", + "A {@spell protection from evil and good} spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by {@spell heal} or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a {@dc 13} Wisdom (Medicine) check. On a success, the cyst is removed safely, and the target suffers one level of {@condition exhaustion|PHB}. On a failure, the target dies." + ] + } + ], + "traitTags": [ + "Spider Climb", + "Undead Fortitude" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "N", + "P" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "conditionInflictSpell": [ + "blinded", + "poisoned", + "stunned" ] }, { - "name": "Ability Score Improvement", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 4, - "entries": [ - "{@i 4th-level blackguard feature}", - "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Martial Versatility", + "name": "Bleakborn", "source": "LM", - "page": 52, - "className": "Blackguard", - "classSource": "LM", - "level": 4, - "isClassFeatureVariant": true, - "entries": [ - "{@i 4th-level blackguard {@variantrule optional class features|tce|optional feature}}", - "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a {@filter fighting style|optionalfeatures|feature type=FS:P} you know with another fighting style available to blackguards. This replacement represents a shift of focus in your martial practice." + "page": 12, + "group": [ + "Blightspawn" + ], + "fluff": { + "_monsterFluff": { + "name": "Bleakborn", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YhMlc9u.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d8 + 52" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 15, + "con": 18, + "int": 14, + "wis": 14, + "cha": 15, + "save": { + "con": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "cold", + "necrotic" + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "Moilian" + ], + "cr": "6", + "trait": [ + { + "name": "Create Spawn", + "entries": [ + "A humanoid slain by the bleakborn rises as a bleakborn after 1 minute." + ] + }, + { + "name": "Fire Absorption", + "entries": [ + "Whenever the bleakborn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt." + ] + }, + { + "name": "Heat-Draining Aura", + "entries": [ + "At the start of each of the bleakborn's turns, each creature within 30 feet of it takes 7 ({@damage 2d6}) cold damage. The bleakborn regains 5 hit points for each creature damaged by this effect." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the bleakborn to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bleakborn drops to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bleakborn makes two melee attacks." + ] + }, + { + "name": "Chilling Grasp", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) cold damage, and the target's speed is reduced by 10 feet until the end of the bleakborn's next turn." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "C" + ], + "miscTags": [ + "AOE", + "MW" ] }, { - "name": "Extra Attack", + "name": "Plague Blight", "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 5, - "entries": [ - "{@i 5th-level blackguard feature}", - "You can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + "page": 13, + "group": [ + "Blightspawn" + ], + "fluff": { + "_monsterFluff": { + "name": "Plague Blight", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/604045a70042a0a53daf9411f15a498c/tumblr_inline_og94xtN3jX1rkapbx_500.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d8 + 52" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 12, + "con": 19, + "int": 12, + "wis": 15, + "cha": 14, + "save": { + "con": "+7" + }, + "skill": { + "deception": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "6", + "trait": [ + { + "name": "Poison Absorption", + "entries": [ + "Whenever the plague blight is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the plague blight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague blight drops to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The plague blight makes two melee attacks." + ] + }, + { + "name": "Gangrenous Touch", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d6 + 4}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or become diseased, and the target's skin becomes putrescent and gangrenous. While diseased, the target can't regain hit points, and at the end of every minute, the target must succeed on a {@dc 15} Constitution saving throw or have its maximum hit points be reduced by 4 ({@dice 1d8}).", + "The target dies if this effect reduces its hit point maximum to 0. If this happens, the target's corpse sloughs into a brittle, stinking mass of putrescent ruin that molders to nothing over the course of 24 hours, unless {@spell gentle repose|phb} or similar magic is cast on the corpse.", + "The disease can only be removed by {@spell greater restoration|phb} or a disease-curing spell of 5th level or higher, but when a {@spell lesser restoration|phb} or {@spell protection from poison|phb} spell is cast on the target, the next saving throw made against the disease automatically succeeds." + ] + } + ], + "bonus": [ + { + "name": "Foul", + "entries": [ + "Each living creature within 15 feet of the plague blight must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the start of the plague blight's next turn." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" ] }, { - "name": "Dark Blessing", + "name": "Wheep", "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 6, - "entries": [ - "{@i 6th-level blackguard feature}", - "Whenever you make a saving throw while you are conscious, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).", - "You can't benefit from this feature and a paladin's Aura of Protection simultaneously." + "page": 14, + "group": [ + "Blightspawn" + ], + "fluff": { + "_monsterFluff": { + "name": "Wheep", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/00c573a974bcf72bda92211c1a7c23c0/tumblr_inline_oh7we4lBnh1rkapbx_500.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 150, + "formula": "20d8 + 60" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 12, + "con": 16, + "int": 6, + "wis": 14, + "cha": 17, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 12, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "psychic" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "11", + "trait": [ + { + "name": "Eternal Sorrow", + "entries": [ + "When the wheep takes psychic damage, the wheep shrieks loudly in pain. Each living creature within 120 feet of the wheep that can hear this shriek takes the same damage that the wheep does." + ] + }, + { + "name": "Poison Tears (1/Turn)", + "entries": [ + "The poison tears that continually pour from a wheep's empty eyes act as an injury poison that coats the wheep's claws and fills its mouth. When the wheep hits a creature with a melee weapon attack, the creature must succeed on a {@dc 15} Constitution saving throw or become vulnerable to poison damage for 1 hour. The target is immune to this effect if it is immune to being {@condition poisoned}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wheep makes three attacks: two with its claws and one with its bite." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 10 ({@damage 3d6}) poison damage. If the target is a Large or smaller creature, it is also {@condition grappled} (escape {@dc 15})." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 10 ({@damage 3d6}) poison damage. If the target is {@condition grappled} by the wheep, it is also {@condition poisoned} until the end of its next turn." + ] + } + ], + "bonus": [ + { + "name": "Weeping Dirge", + "entries": [ + "The wheep loudly cries and blubbers. Each living creature within 120 feet of the wheep that can hear its awful, grave-born sorrow must make a {@dc 15} Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls and ability checks until the start of the wheep's next turn. On a successful save, a creature is immune to this wheep's Weeping Durge for 24 hours." + ] + } + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "poisoned" ] }, { - "name": "Blackguard Vice feature", + "name": "Desiccator", "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 7, - "entries": [ - "{@i 7th-level blackguard feature}", - "You gain a feature granted to you by your Blackguard Vice." + "page": 15, + "group": [ + "Chaos Walkers" + ], + "fluff": { + "_monsterFluff": { + "name": "Desiccator", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/17634eec957fb7b2f98e90025b2ab787/tumblr_inline_ofmvfoepbC1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 27, + "formula": "5d6 + 10" + }, + "speed": { + "walk": 20, + "swim": 60 + }, + "str": 9, + "dex": 17, + "con": 14, + "int": 8, + "wis": 11, + "cha": 13, + "save": { + "con": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "acid" + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Aquan" + ], + "cr": "2", + "action": [ + { + "name": "Draining Touch", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) necrotic damage, and the desiccator gains temporary hit points equal to half the damage dealt." + ] + }, + { + "name": "Desiccating Breath {@recharge 5}", + "entries": [ + "The desiccator exhales desiccating air in a 15-foot cone. Each creature in that area takes 10 ({@damage 3d6}) necrotic damage ({@dc 12} Constitution save for half). If the saving throw fails by 5 or more, a creature also gains vulnerability to necrotic damage until the end of the desiccator's next turn unless they have resistance or immunity to such damage." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "The desiccator moves up to its speed toward a hostile creature that it can see." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "AQ" + ], + "damageTags": [ + "N" + ], + "miscTags": [ + "AOE", + "MW" ] }, { - "name": "Ability Score Improvement", + "name": "Breathstealer", "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 8, - "entries": [ - "{@i 8th-level blackguard feature}", - "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + "page": 16, + "group": [ + "Chaos Walkers" + ], + "fluff": { + "_monsterFluff": { + "name": "Breathstealer", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://neverwintervault.org/sites/neverwintervault.org/files/project/14081/images/1284917002fullres.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 75, + "formula": "10d10 + 20" + }, + "speed": { + "walk": 0, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 20, + "con": 14, + "int": 6, + "wis": 10, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Auran" + ], + "cr": "6", + "trait": [ + { + "name": "Airless Aura", + "entries": [ + "A breathstealer's body is surrounded by an aura of near vacuum at all times. Breathing creatures within 15 feet of the breathstealer have no air to breathe and must hold their breath. Whenever such a creature takes damage, it must make a {@dc 13} Constitution saving throw. On a failed save, the creature begins suffocating. If the creature is already suffocating, it instead loses one of the rounds that it has to reach air before dropping to 0 hit points." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The breathstealer 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": "Steal Breath", + "entries": [ + "When a creature within 15 feet of the breathstealer is reduced to 0 hit points, the breathstealer gains 5 temporary hit points, and the creature runs out of breath if it hadn't already." + ] + }, + { + "name": "Vacuum", + "entries": [ + "Creatures within 15 feet of the breathstealer must spend 2 feet of movement for every 1 foot they move away from the breathstealer." + ] + } + ], + "action": [ + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) necrotic damage." + ] + } + ], + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "AU" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MW" ] }, { - "name": "Aura of Hate", + "name": "Cinderspawn", "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 10, - "entries": [ - "{@i 10th-level blackguard feature}", - "You and any allied fiends and undead within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1) while you are conscious.", - "At 18th level, the range of this aura increases to 30 feet." + "page": 17, + "group": [ + "Chaos Walkers" + ], + "fluff": { + "_monsterFluff": { + "name": "Cinderspawn", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/0fbbbff4e9585fa4d8a765dda2951461/tumblr_inline_ofclffyOQn1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 97, + "formula": "13d8 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 17, + "con": 16, + "int": 11, + "wis": 12, + "cha": 14, + "skill": { + "acrobatics": "+6", + "perception": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Ignan" + ], + "cr": "6", + "trait": [ + { + "name": "Frostfire Shield", + "entries": [ + "A creature that touches the cinderspawn or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) cold damage as the cinderspawn drains its body heat." + ] + }, + { + "name": "Illumination", + "entries": [ + "The cinderspawn sheds bright light in a 10-foot radius and dim light for an additional 10 feet." + ] + }, + { + "name": "Water Susceptibility", + "entries": [ + "For every 5 feet the cinderspawn moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The cinderspawn makes two touch attacks. If both attacks hit the same target, the cinderspawn also gains 10 temporary hit points." + ] + }, + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) cold damage." + ] + }, + { + "name": "Drain Heat {@recharge}", + "entries": [ + "The cinderspawn drains the heat of each creature within 15 feet of it. Each creature in that area takes 27 ({@damage 6d8}) cold damage ({@dc 14} Constitution save for half). If the saving throw fails by 5 or more, a creature also suffers one level of {@condition exhaustion|PHB}." + ] + }, + { + "name": "Sudden Rush", + "entries": [ + "Until the end of the turn, the cinderspawn's speed increases by 60 feet and it doesn't provoke opportunity attacks." + ] + } + ], + "traitTags": [ + "Illumination" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "IG" + ], + "damageTags": [ + "C" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "exhaustion" ] }, { - "name": "Improved Dread Smite", + "name": "Tomb Mote", "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 11, - "entries": [ - "{@i 11th-level blackguard feature}", - "Your heart is so suffused with shadow essence that all your melee weapon strikes carry dread power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra {@damage 1d8} damage. The damage type of this effect can be necrotic damage, or it can be the damage type associated with your Vice." + "page": 18, + "group": [ + "Deathtritus" + ], + "fluff": { + "_monsterFluff": { + "name": "Tomb Mote", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0IRKErD.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "T" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 7, + "formula": "2d4 + 2" + }, + "speed": { + "walk": 40 + }, + "str": 5, + "dex": 14, + "con": 13, + "int": 8, + "wis": 12, + "cha": 6, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "1/8", + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it must make a {@dc 11} Constitution saving throw. On a failed save, the target is {@condition poisoned} until the end of the tomb mote's next turn. On a successful save, the target is immune to being {@condition poisoned} by any tomb mote for 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Nimble Escape", + "entries": [ + "The tomb mote takes the {@action Disengage} or {@action Hide} action." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" ] }, { - "name": "Ability Score Improvement", + "name": "Offalian", + "page": 19, + "group": [ + "Deathtritus" + ], + "fluff": { + "_monsterFluff": { + "name": "Offalian", + "source": "LM" + } + }, + "hasFluff": true, "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 12, - "entries": [ - "{@i 12th-level blackguard feature}", - "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "9d10 + 18", + "average": 67 + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 18, + "dex": 12, + "con": 14, + "int": 1, + "wis": 11, + "cha": 3, + "skill": { + "perception": "+2" + }, + "senses": [ + "blindsight 30 ft. (blind beyond this radius)" + ], + "passive": 12, + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "cr": "3", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The offalian has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the offalian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the offalian drops to 1 hit point instead." + ] + }, + { + "name": "Improved Critical", + "entries": [ + "The offalian's weapon attacks score a critical hit on a roll of 19 or 20 on the {@dice d20}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the offalian can bite only the {@condition grappled} creature and has advantage on attack rolls to do so." + ] + }, + { + "name": "Effluvia Expulsion {@recharge 6}", + "entries": [ + "The offalian spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line takes 14 ({@damage 4d6}) acid damage ({@dc 14} Dexterity save for half). If the saving throw fails by 5 or more, a creature is also {@condition blinded} until the end of its next turn." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Undead Fortitude" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "A", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled" ] }, { - "name": "Vile Touch", + "name": "Osteopede", + "page": 19, + "group": [ + "Deathtritus" + ], + "fluff": { + "_monsterFluff": { + "name": "Osteopede", + "source": "LM" + } + }, + "hasFluff": true, "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 14, - "entries": [ - "{@i 14th-level blackguard feature}", - "You can use your action to make a melee spell attack against a hostile creature within your reach. On a hit, the target has disadvantage on all saving throws until the start of your next turn.", - "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest." + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "12d6 + 48", + "average": 90 + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 14, + "dex": 18, + "con": 19, + "int": 3, + "wis": 11, + "cha": 5, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "cr": "5", + "trait": [ + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the osteopede to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the osteopede drops to 1 hit point instead." + ] + }, + { + "name": "Necrotic Frenzy", + "entries": [ + "The osteopede has advantage on melee attack rolls against any creature that is {@condition bloodied|LM}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is a living creature, it must succeed on a {@dc 14} Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage at the start of each of its turns due to a deep laceration. Each time the osteopede hits the lacerated target with this attack, the necrotic damage dealt increases by 5 ({@dice 1d10}). Any creature can take an action to stanch the laceration with a successful {@dc 14} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing." + ] + } + ], + "bonus": [ + { + "name": "Skittering Rake", + "entries": [ + "The osteopede moves up to half its speed without provoking opportunity attacks, and it can make the following attack against each creature it moves past.", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h} 11 ({@damage 2d4 + 6}) slashing damage." + ] + } + ], + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "B", + "D" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "miscTags": [ + "MW" ] }, { - "name": "Blackguard Vice feature", + "name": "Dragonscale Slough", + "shortName": "slough", + "page": 19, + "group": [ + "Deathtritus" + ], + "fluff": { + "_monsterFluff": { + "name": "Dragonscale Slough", + "source": "LM" + } + }, + "hasFluff": true, "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 15, - "entries": [ - "{@i 15th-level blackguard feature}", - "You gain a feature granted to you by your Blackguard Vice." - ] - }, - { - "name": "Ability Score Improvement", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 16, - "entries": [ - "{@i 16th-level blackguard feature}", - "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Aura improvements", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 18, - "entries": [ - "{@i 18th-level blackguard feature}", - "At 18th level, the range of your Aura of Hate increases to 30 feet." - ] - }, - { - "name": "Ability Score Improvement", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 19, - "entries": [ - "{@i 19th-level blackguard feature}", - "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Blackguard Vice feature", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "level": 20, - "entries": [ - "{@i 20th-level blackguard feature}", - "You gain a feature granted to you by your Blackguard Vice." - ] - } - ], - "subclass": [ - { - "name": "Vice of Despair", - "shortName": "Despair", - "source": "LM", - "className": "Blackguard", - "classSource": "LM", - "page": 99, - "additionalSpells": [ + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "U" + ], + "ac": [ { - "prepared": { - "3": [ - "bane", - "inflict wounds" - ], - "5": [ - "darkness", - "ray of enfeeblement" - ], - "9": [ - "animate dead", - "bestow curse" - ], - "13": [ - "blight", - "phantasmal killer" - ], - "17": [ - "contagion", - "destructive wave" - ] - } + "ac": 16, + "from": [ + "natural armor" + ] } ], - "subclassFeatures": [ - "Vice of Despair|Blackguard|LM|Despair|LM|3", - "Aura of Despair|Blackguard|LM|Despair|LM|7", - "Unliving Fortitude|Blackguard|LM|Despair|LM|15", - "Dread Lord|Blackguard|LM|Despair|LM|20" - ] - }, - { - "name": "Vice of Domination", - "shortName": "Domination", - "source": "LM", - "className": "Blackguard", - "classSource": "LM", - "page": 100, - "additionalSpells": [ + "hp": { + "formula": "12d10 + 36", + "average": 102 + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 18, + "dex": 13, + "con": 16, + "int": 1, + "wis": 14, + "cha": 8, + "save": { + "dex": "+4", + "con": "+6", + "wis": "+5" + }, + "skill": { + "stealth": "+7" + }, + "senses": [ + "blindsight 30 ft. ({@condition blinded|phb|blind} beyond this radius)" + ], + "passive": 12, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "cr": "6", + "trait": [ { - "prepared": { - "3": [ - "armor of Agathys", - "command" - ], - "5": [ - "hold person", - "spiritual weapon" - ], - "9": [ - "bestow curse", - "fear" - ], - "13": [ - "dominate beast", - "stoneskin" - ], - "17": [ - "cloudkill", - "dominate person" - ] - } + "name": "Spider Climb", + "entries": [ + "The slough can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The slough has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Amorphous", + "entries": [ + "The slough can move through a space as narrow as 1 inch wide without squeezing." + ] } ], - "subclassFeatures": [ - "Vice of Domination|Blackguard|LM|Domination|LM|3", - "Aura of Domination|Blackguard|LM|Domination|LM|7", - "Scornful Rebuke|Blackguard|LM|Domination|LM|15", - "Invincible Conqueror|Blackguard|LM|Domination|LM|20" - ] - }, - { - "name": "Vice of Fury", - "shortName": "Vengeance", - "source": "LM", - "className": "Blackguard", - "classSource": "LM", - "page": 100, - "additionalSpells": [ + "action": [ { - "prepared": { - "3": [ - "bane", - "hunter's mark" - ], - "5": [ - "hold person", - "misty step" - ], - "9": [ - "haste", - "protection from energy" - ], - "13": [ - "banishment", - "dimension door" - ], - "17": [ - "hold monster", - "scrying" - ] - } + "name": "Multiattack", + "entries": [ + "The slough makes two melee attacks." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the creature is {@condition restrained}, and the slough can't constrict another target." + ] + }, + { + "name": "Suffocating Scales", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature that the slough is grappling. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) necrotic damage, and the target can't speak or breathe and is suffocating until the grapple ends." + ] + }, + { + "name": "Dust Breath {@recharge 5}", + "entries": [ + "The slough exhales a cloud of dust in a 30-foot cone. Each creature in that area takes 22 ({@damage 4d10}) necrotic damage ({@dc 14} Constitution save for half). On a failed save, a creature is also {@condition blinded} for 1 minute (save ends)." + ] } ], - "subclassFeatures": [ - "Vice of Fury|Blackguard|LM|Fury|LM|3", - "Relentless Killer|Blackguard|LM|Fury|LM|7", - "Burning Hatred|Blackguard|LM|Fury|LM|15", - "Avatar of Wrath|Blackguard|LM|Fury|LM|20" + "traitTags": [ + "Amorphous", + "Keen Senses", + "Spider Climb" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" ] }, { - "name": "Vice of Pride", - "shortName": "Pride", + "name": "Hulking Corpse", "source": "LM", - "className": "Blackguard", - "classSource": "LM", - "page": 101, - "additionalSpells": [ - { - "prepared": { - "3": [ - "charm person", - "cure wounds" - ], - "5": [ - "detect thoughts", - "suggestion" - ], - "9": [ - "beacon of hope", - "daylight" - ], - "13": [ - "charm monster", - "compulsion" - ], - "17": [ - "dominate person", - "geas" - ] + "page": 21, + "group": [ + "Dread Brutes" + ], + "fluff": { + "_monsterFluff": { + "name": "Hulking Corpse", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/8fb5f8c96a7fc55bd29060ba65674f7a/tumblr_inline_ofvpcyqCzj1rkapbx_400.jpg" + } } - } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" ], - "subclassFeatures": [ - "Vice of Pride|Blackguard|LM|Pride|LM|3", - "Aura of False Divinity|Blackguard|LM|Pride|LM|7", - "Self-Importance|Blackguard|LM|Pride|LM|15", - "Herald of Salvation|Blackguard|LM|Pride|LM|20" - ] - }, - { - "name": "Vice of Treachery", - "shortName": "Treachery", - "source": "LM", - "className": "Blackguard", - "classSource": "LM", - "page": 101, - "additionalSpells": [ + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 161, + "formula": "14d10 + 84" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 6, + "con": 22, + "int": 3, + "wis": 6, + "cha": 5, + "save": { + "str": "+9", + "con": "+10", + "wis": "+2" + }, + "skill": { + "athletics": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned", + "unconscious" + ], + "languages": [ + "understands the languages it knew in life but can't speak" + ], + "cr": "9", + "trait": [ { - "prepared": { - "3": [ - "charm person", - "expeditious retreat" - ], - "5": [ - "invisibility", - "mirror image" - ], - "9": [ - "gaseous form", - "haste" - ], - "13": [ - "confusion", - "greater invisibility" - ], - "17": [ - "dominate person", - "passwall" - ] - } + "name": "Siege Monster", + "entries": [ + "The hulking corpse deals double damage to objects and structures." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the hulking corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hulking corpse drops to 1 hit point instead." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "The hulking corpse has advantage on saving throws against any effect that turns undead." + ] + }, + { + "name": "Powerful Blows", + "entries": [ + "When the hulking corpse hits a Medium or smaller creature or object with a melee attack, the target must make a {@dc 17} Strength saving throw. On a failed save, the hulking corpse can push the target up to 10 feet away from it and knock it {@condition prone}. " + ] } ], - "subclassFeatures": [ - "Vice of Treachery|Blackguard|LM|Treachery|LM|3", - "Aura of Treachery|Blackguard|LM|Treachery|LM|7", - "Betrayer's Escape|Blackguard|LM|Treachery|LM|15", - "Icon of Deceit|Blackguard|LM|Treachery|LM|20" - ] - }, - { - "name": "Darkness Domain", - "shortName": "Darkness", - "source": "LM", - "className": "Cleric", - "classSource": "PHB", - "page": 105, - "additionalSpells": [ - { - "prepared": { - "1": [ - "arms of Hadar", - "hex" - ], - "3": [ - "blindness/deafness", - "darkness" - ], - "5": [ - "fear", - "vampiric touch" - ], - "7": [ - "blight", - "Evard's black tentacles" - ], - "9": [ - "contagion", - "enervation|XGE" - ] - } - } - ], - "subclassFeatures": [ - "Darkness Domain|Cleric||Darkness|LM|1", - "Channel Divinity: Shadow Purge|Cleric||Darkness|LM|2", - "Shadow Step|Cleric||Darkness|LM|6", - "Potent Spellcasting|Cleric||Darkness|LM|8", - "Hungry Darkness|Cleric||Darkness|LM|17" - ] - }, - { - "name": "Death's Chosen", - "subclassFeatures": [ - "Death's Chosen|Fighter||Death's Chosen|LM|3", - "Unnatural Presence|Fighter||Death's Chosen|LM|7", - "Vigor of the Chosen|Fighter||Death's Chosen|LM|10", - "Negative Energy Aura|Fighter||Death's Chosen|LM|15", - "Immortal Servant|Fighter||Death's Chosen|LM|18" - ], - "source": "LM", - "page": 106, - "shortName": "Death's Chosen", - "className": "Fighter", - "classSource": "PHB" - }, - { - "name": "College of the Dirgesinger", - "subclassFeatures": [ - "College of the Dirgesinger|Bard||Dirgesinger|LM|3", - "Song of Awakening|Bard||Dirgesinger|LM|6", - "Infectious Grief|Bard||Dirgesinger|LM|14" - ], - "source": "LM", - "page": 107, - "shortName": "Dirgesinger", - "className": "Bard", - "classSource": "PHB" - }, - { - "name": "The Dread Lord", - "subclassFeatures": [ - "The Dread Lord|Warlock||Dread Lord|LM|1", - "Undead Servants|Warlock||Dread Lord|LM|6", - "Feed on Weakness|Warlock||Dread Lord|LM|10", - "Undead Army|Warlock||Dread Lord|LM|14" - ], - "source": "LM", - "page": 108, - "shortName": "Dread Lord", - "className": "Warlock", - "classSource": "PHB", - "additionalSpells": [ - { - "expanded": { - "s1": [ - "command", - "inflict wounds" - ], - "s2": [ - "blindness/deafness", - "magic weapon" - ], - "s3": [ - "phantom steed", - "spirit guardians" - ], - "s4": [ - "phantasmal killer", - "staggering smite" - ], - "s5": [ - "destructive wave", - "dominate person" - ] - } - } - ] - }, - { - "name": "Circle of Twilight", - "shortName": "Twilight", - "source": "LM", - "className": "Druid", - "classSource": "PHB", - "page": 109, - "additionalSpells": [ - { - "known": { - "2": [ - "mage hand#c" - ] - }, - "prepared": { - "3": [ - "gentle repose", - "lesser restoration" - ], - "5": [ - "magic circle", - "speak with dead" - ], - "7": [ - "aura of life", - "death ward" - ], - "9": [ - "hallow", - "mass cure wounds" - ] - } - }, - { - "innate": { - "14": { - "daily": { - "1e": [ - "etherealness" - ] - } - } - } - } - ], - "subclassFeatures": [ - "Circle of Twilight|Druid||Twilight|LM|2", - "Speech Beyond the Grave|Druid||Twilight|LM|6", - "Watcher at the Threshold|Druid||Twilight|LM|10", - "Bountiful Harvest|Druid||Twilight|LM|14", - "Paths of the Dead|Druid||Twilight|LM|14" - ] - } - ], - "subclassFeature": [ - { - "name": "Vice of Despair", - "source": "LM", - "page": 99, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 3, - "entries": [ - "The Vice of Despair is what a blackguard gains when they turn their back on the living and pledge themselves to the cause of undeath. By amplifying the negative energy already suffused into their souls, these blackguards command necromantic energies and undead creatures alike and use them as a means to whatever nihilistic end they seek. Such necromancers sometimes become death knights beyond the grave, often serving archfiends or other evil entities in exchange for dark boons and gifts of power.", + "action": [ { - "type": "refSubclassFeature", - "subclassFeature": "Vice Spells|Blackguard|LM|Despair|LM|3" + "name": "Multiattack", + "entries": [ + "The hulking corpse makes three melee attacks. It then attempts to grapple one creature within its reach." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Blackguard|LM|Despair|LM|3" + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 5}) bludgeoning damage." + ] + }, + { + "name": "Rend", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition grappled} creature. {@h}21 ({@damage 3d10 + 5}) slashing damage." + ] + }, + { + "name": "Smash {@recharge 5}", + "entries": [ + "The hulking corpse bludgeons one target within its reach, dealing 38 ({@damage 6d10 + 5}) bludgeoning damage to it ({@dc 17} Strength save for half). If a creature fails this saving throw by 5 or more, it is also {@condition stunned} until the end of the creature's next turn." + ] } - ] - }, - { - "name": "Channel Divinity", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "{@i 3rd-level Vice of Despair feature}", - "You gain the following two Channel Divinity options.", + ], + "bonus": [ { - "type": "refSubclassFeature", - "subclassFeature": "Control Undead|Blackguard|LM|Despair|LM|3" + "name": "Aggressive", + "entries": [ + "The hulking corpse moves up to its speed toward a hostile creature that it can see." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Disrupt Life|Blackguard|LM|Despair|LM|3" + "name": "Destroy", + "entries": [ + "The hulking corpse makes a melee attack against an object or structure." + ] } + ], + "traitTags": [ + "Siege Monster", + "Turn Resistance", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone", + "stunned" ] }, { - "name": "Control Undead", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose Challenge Rating is equal to or greater than your blackguard level is immune to this effect." - ] - }, - { - "name": "Disrupt Life", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "As an action, you channel negative energy and focus it into a burst of life-destroying power. Each living creature within 20 feet of you of your choice must make a Constitution saving throw, taking necrotic damage equal to {@damage 2d10} + your blackguard level on a failed save, or half as much damage on a successful one." - ] - }, - { - "name": "Vice Spells", + "name": "Grave Dirt Golem", "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "{@i 3rd-level Vice of Despair feature}", - "You gain vice spells at the blackguard levels listed.", + "page": 22, + "group": [ + "Dread Brutes" + ], + "fluff": { + "_monsterFluff": { + "name": "Grave Dirt Golem", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/D0pO2Ex.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ { - "type": "table", - "caption": "Oathbreaker Spells", - "colLabels": [ - "Blackguard Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell bane}, {@spell inflict wounds}" - ], - [ - "5th", - "{@spell darkness}, {@spell ray of enfeeblement}" - ], - [ - "9th", - "{@spell animate dead}, {@spell bestow curse}" - ], - [ - "13th", - "{@spell blight}, {@spell phantasmal killer}" - ], - [ - "17th", - "{@spell contagion}, {@spell destructive wave}" - ] + "ac": 14, + "from": [ + "natural armor" ] } - ] - }, - { - "name": "Aura of Despair", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 7, - "header": 2, - "entries": [ - "{@i 7th-level Vice of Despair feature}", - "ou emanate an aura of hopelessness and sorrow. Hostile, living creatures within 10 feet of you suffer a penalty on attack rolls and ability checks equal to half your Charisma modifier (rounded up, minimum of a -1 penalty), provided that you aren't incapacitated.", - "At 18th level, the range of this aura increases to 30 feet." - ] - }, - { - "name": "Unliving Fortitude", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 15, - "header": 2, - "entries": [ - "{@i 15th-level Vice of Despair feature}", - "You gain resistance to necrotic and poison damage. You also have advantage on saving throws against effects that inflict {@condition exhaustion|PHB} or the {@condition poisoned} condition." - ] - }, - { - "name": "Dread Lord", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Despair", - "subclassSource": "LM", - "level": 20, - "header": 2, - "entries": [ - "{@i 20th-level Vice of Despair feature}", - "You can use your action surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is {@condition frightened} by you starts its turn in the aura, it takes {@damage 4d10} psychic damage. Additionally, you and allied creatures in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.", - "While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to {@damage 3d10} + your Charisma modifier.", - "After activating the aura, you can't do so again until you finish a long rest." - ] - }, - { - "name": "Vice of Domination", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 3, - "entries": [ - "Blackguards of domination demand submission from their enemies. They impose order by force whenever necessary, crushing resistance and making others do their bidding. Surrender on the blackguard's terms is the only hope for any foe. Those who fail to capitulate can expect to be crushed and displayed as bloody examples of what it means to oppose the blackguard's resolve. In the hands of evil, dominance becomes tyranny.", - "Most blackguards of this vice are former paladins of the Oath of Conquest. Not all evil paladins of this oath become blackguards, however. Rather, a conquest paladin becomes a domination blackguard when the desire to harm others begins to outweigh their quest to establish order. Enjoying the use of violent force to subjugate foes, as well as taking delight in the suffering of others, is a distinct sign that a conquest paladin has fallen down the path of darkness.", - "Despite this connection to the Oath of Conquest, blackguards of this vice needn't serve the forces of law. For example, a chaos-based blackguard that serves a demon lord might use this vice's power to dominate others as a display of their master's supremacy. With this in mind, non-lawful blackguards of domination are few and far in between, typically because some other vice fits their personality more.", + ], + "hp": { + "average": 133, + "formula": "14d10 + 56" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 9, + "con": 18, + "int": 3, + "wis": 8, + "cha": 1, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "necrotic", + "poison", + "psychic", { - "type": "inset", - "name": "Oath of Conquest Features", + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "9", + "trait": [ + { + "name": "Berserk", "entries": [ - "Blackguards of the Vice of Domination gain the same features as paladins of the Oath of Conquest. However, they needn't follow any tenets associated with that paladin oath.", - "A former conquest paladin may wish to continue upholding their oath if it aligns with their views as a blackguard. However, a blackguard of domination does not derive power from such an oath. Rather, they draw their strength from the negative emotions associated with their quest to establish power over others." + "Whenever the golem is {@condition bloodied|LM} at the start of its turn, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed." ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Vice Spells|Blackguard|LM|Domination|LM|3" + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Blackguard|LM|Domination|LM|3" + "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." + ] + }, + { + "name": "Negative Energy Absorption", + "entries": [ + "Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt." + ] } - ] - }, - { - "name": "Channel Divinity", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 3, - "header": 1, - "consumes": { - "name": "Channel Divinity" - }, - "entries": [ - "{@i 3rd-level Vice of Domination feature}", - "You gain the following two Channel Divinity options.", + ], + "action": [ { - "type": "refSubclassFeature", - "subclassFeature": "Conquering Presence|Blackguard|LM|Domination|LM|3" + "name": "Multiattack", + "entries": [ + "The golem makes two slam attacks." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Guided Strike|Blackguard|LM|Domination|LM|3" + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." + ] + }, + { + "name": "Soul Rend {@recharge 5}", + "entries": [ + "The golem creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each living creature in that area takes 22 ({@damage 4d10}) necrotic damage ({@dc 15} Constitution save for half). The golem regains hit points equal to half the damage roll." + ] } + ], + "traitTags": [ + "Damage Absorption", + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "health drain|LM" ] }, { - "name": "Conquering Presence", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." - ] - }, - { - "name": "Guided Strike", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." - ] - }, - { - "name": "Vice Spells", + "name": "Tombstone Golem", "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "{@i 3rd-level Vice of Domination feature}", - "You gain vice spells at the blackguard levels listed.", + "page": 23, + "group": [ + "Dread Brutes" + ], + "fluff": { + "_monsterFluff": { + "name": "Tombstone Golem", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fHMCPS2.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ { - "type": "table", - "caption": "Vice of Domination Spells", - "colLabels": [ - "Blackguard Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell armor of Agathys}, {@spell command}" - ], - [ - "5th", - "{@spell hold person}, {@spell spiritual weapon}" - ], - [ - "9th", - "{@spell bestow curse}, {@spell fear}" - ], - [ - "13th", - "{@spell dominate beast}, {@spell stoneskin}" - ], - [ - "17th", - "{@spell cloudkill}, {@spell dominate person}" - ] + "ac": 17, + "from": [ + "natural armor" ] } - ] - }, - { - "name": "Aura of Domination", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 7, - "header": 2, - "entries": [ - "{@i 7th-level Vice of Domination feature}", - "You constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through total cover.", - "If a creature is {@condition frightened} of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your blackguard level if it starts its turn there.", - "At 18th level, the range of this aura increases to 30 feet." - ] - }, - { - "name": "Scornful Rebuke", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 15, - "header": 2, - "entries": [ - "{@i 15th-level Vice of Domination feature}", - "Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not {@condition incapacitated}." - ] - }, - { - "name": "Invincible Conqueror", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Domination", - "subclassSource": "LM", - "level": 20, - "header": 2, - "entries": [ - "{@i 20th-level Vice of Domination feature}", - "You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:", + ], + "hp": { + "average": 178, + "formula": "17d10 + 85" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "save": { + "str": "+10", + "con": "+9", + "cha": "-1" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "necrotic", + "poison", + "psychic", { - "type": "list", - "items": [ - "You have resistance to all damage.", - "When you take the {@action Attack} action on your turn, you can make one additional attack as part of that action.", - "Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the {@dice d20}." + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "12", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." ] }, - "Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "Vice of Fury", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 3, - "entries": [ - "The Vice of Fury is for blackguards who particularly enjoy violence, murder, and the obliteration of their enemies. Many of these blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, bloodthirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.", { - "type": "inset", - "name": "Oath of Vengeance Features", + "name": "Magic Resistance", "entries": [ - "Blackguards of the Vice of Fury gain the same features as paladins of the Oath of Vengeance. However, they needn't follow any tenets associated with that paladin oath.", - "A former vengeance paladin may wish to continue upholding their oath, as it may align with their views as a blackguard. However, a blackguard of fury does not derive power from such an oath. Rather, they draw their strength from their anger, bloodlust, and destructive impulses, and not any commitment to the ideals of justice or order. Thus, rather than punishing evildoers for their sins, a blackguard of fury may focus their destructive ire against anything\u2014and anyone\u2014that stands in the way of their goals." + "The golem has advantage on saving throws against spells and other magical effects." ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Vice Spells|Blackguard|LM|Fury|LM|3" + "name": "Magic Weapons", + "entries": [ + "The golem's weapon attacks are magical." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Blackguard|LM|Fury|LM|3" + "name": "Negative Energy Absorption", + "entries": [ + "Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The golem makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Disrupt Life {@recharge 5}", + "entries": [ + "Each living creature within 10 feet of the golem takes 21 ({@damage 6d6}) necrotic damage ({@dc 17} Constitution save for half). If the saving throw fails by 5 or more, a creature also suffers one level of {@condition exhaustion|PHB}." + ] } + ], + "traitTags": [ + "Damage Absorption", + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "exhaustion" ] }, { - "name": "Abjure Enemy", + "name": "Bloodrot", "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "As an action, you present your holy symbol and speak words of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being {@condition frightened}. Fiends and undead have disadvantage on this saving throw.", - "On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition frightened}, the creature's speed is 0, and it can't benefit from any bonus to its speed.", - "On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage." - ] - }, - { - "name": "Channel Divinity", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 3, - "header": 1, - "consumes": { - "name": "Channel Divinity" + "page": 24, + "group": [ + "Undead Oozes" + ], + "fluff": { + "_monsterFluff": { + "name": "Bloodrot", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/8n9lCl1.png" + } + } + ] }, - "entries": [ - "{@i 3rd-level Vice of Fury feature}", - "You gain the following two Channel Divinity options.", + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "U" + ], + "ac": [ + 7 + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 16, + "dex": 5, + "con": 16, + "int": 1, + "wis": 6, + "cha": 3, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "immune": [ + "acid", + "cold", + "lightning", + "necrotic", + "poison", + "slashing" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "cr": "4", + "trait": [ { - "type": "refSubclassFeature", - "subclassFeature": "Abjure Enemy|Blackguard|LM|Fury|LM|3" + "name": "Amorphous", + "entries": [ + "The bloodrot can move through a space as narrow as 1 inch wide without squeezing." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Mark for Death|Blackguard|LM|Fury|LM|3" + "name": "Blood Growth", + "entries": [ + "Any healing in excess of the bloodrot's maximum hit points is gained as temporary hit points. Furthermore, when a living creature within 5 feet of the bloodrot is reduced to 0 hit points, the bloodrot regains 25 hit points and grows one size category larger." + ] + }, + { + "name": "Corrosive Form", + "entries": [ + "A creature that touches the bloodrot or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage." + ] } - ] - }, - { - "name": "Vice Spells", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You gain vice spells at the blackguard levels listed.", + ], + "action": [ { - "type": "table", - "caption": "Vice of Fury Spells", - "colLabels": [ - "Blackguard Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell bane}, {@spell hunter's mark}" - ], - [ - "5th", - "{@spell hold person}, {@spell misty step}" - ], - [ - "9th", - "{@spell haste}, {@spell protection from energy}" - ], - [ - "13th", - "{@spell banishment}, {@spell dimension door}" - ], - [ - "17th", - "{@spell hold monster}, {@spell scrying}" - ] + "name": "Blood Tendril", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage." + ] + }, + { + "name": "Bloodsqueeze", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature {@condition grappled} by a bloodrot. {@h} 17 ({@damage 5d6}) necrotic damage, and the bloodrot regains hit points equal to half the damage dealt." ] } + ], + "bonus": [ + { + "name": "Grab", + "entries": [ + "The bloodrot attempts to {@action grapple} one creature within 5 feet of it. It can have one creature {@condition grappled} at a time." + ] + } + ], + "reaction": [ + { + "name": "Split", + "entries": [ + "When a bloodrot that is Medium or larger is subjected to lightning or slashing damage, it splits into two new bloodrots if it has at least 10 hit points. Each new bloodrot has hit points equal to half the original bloodrot's, rounded down. New bloodrots are one size smaller than the original bloodrot." + ] + } + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "A", + "B", + "N" + ], + "miscTags": [ + "MW" ] }, { - "name": "Mark for Death", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "As a bonus action, you can mark a creature you can see within 10 feet of you for death, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}." - ] - }, - { - "name": "Relentless Killer", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 7, - "header": 2, - "entries": [ - "{@i 7th-level Vice of Fury feature}", - "Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." - ] - }, - { - "name": "Burning Hatred", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 15, - "header": 2, - "entries": [ - "{@i 15th-level Vice of Fury feature}", - "The rage with which you declare your Mark of Death gives you greater power over your foe. When a creature under the effect of your Mark of Death makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range." - ] - }, - { - "name": "Avatar of Wrath", + "name": "Blood Amniote", + "shortName": "amniote", "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Fury", - "subclassSource": "LM", - "level": 20, - "header": 2, - "entries": [ - "{@i 20th-level Vice of Fury feature}", - "You can assume the form of a furious demon. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", + "page": 25, + "group": [ + "Undead Oozes" + ], + "fluff": { + "_monsterFluff": { + "name": "Blood Amniote", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/0d8ce8bc366c56748654dcca98acac9b/tumblr_inline_oev5j4a7eV1rkapbx_500.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 171, + "formula": "18d12 + 54" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 20, + "dex": 6, + "con": 16, + "int": 2, + "wis": 6, + "cha": 1, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "cr": "9", + "trait": [ { - "type": "list", - "items": [ - "Wings sprout from your back and grant you a flying speed of 60 feet.", - "You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage." + "name": "Amorphous", + "entries": [ + "The amniote can move through a space as narrow as 1 inch wide without squeezing." ] }, - "Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "Vice of Pride", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 3, - "entries": [ - "The Vice of Pride is for blackguards who are overtaken by conceit and narcissism. Some of these \"false paladins\" knowingly use this guise to achieve evil ends. Others are paladins that are so deluded in their self-importance that they still believe themselves to be on the path of righteousness, even going as far as to only use radiant smites and other abilities that they perceive as being holy in nature. Either way, most blackguards of this vice use their silvered words and demonstrations of power to influence others to their benefit, some even going as far as to attract a cult of followers in order to be worshiped as a god.", { - "type": "refSubclassFeature", - "subclassFeature": "Vice Spells|Blackguard|LM|Pride|LM|3" + "name": "Spawn Bloodrot", + "entries": [ + "When the amniote kills a humanoid, the corpse rises as a {@creature bloodrot|LM} in the same space at the start of the amniote's next turn, acting on the same initiative as it each round." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Blackguard|LM|Pride|LM|3" + "name": "Abominable Form", + "entries": [ + "Creatures that can see the amniote have disadvantage on saving throws against being {@condition frightened}." + ] } - ] - }, - { - "name": "Channel Divinity", - "source": "LM", - "page": 100, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 3, - "header": 1, - "consumes": { - "name": "Channel Divinity" - }, - "entries": [ - "{@i 3rd-level Vice of Pride feature}", - "You gain the following two Channel Divinity options.", + ], + "action": [ { - "type": "refSubclassFeature", - "subclassFeature": "Honeyed Words|Blackguard|LM|Pride|LM|3" + "name": "Multiattack", + "entries": [ + "The amniote makes two melee attacks." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Radiance of the Savior|Blackguard|LM|Pride|LM|3" + "name": "Blood Drain", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 17 ({@damage 5d6}) necrotic damage. If the target is a creature that has blood, it must succeed on a {@dc 15} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." + ] + }, + { + "name": "Blood Thirst {@recharge 5}", + "entries": [ + "Each living creature within 10 feet of the amniote that has blood takes 22 ({@damage 5d8}) necrotic damage ({@dc 15} Constitution save for half). A target makes the save with disadvantage if it is {@condition grappled} by an ooze or undead. If the amniote damages two or more creatures with this action, its speed increases by 10 feet for 1 hour." + ] + } + ], + "bonus": [ + { + "name": "Grasping Tendrils", + "entries": [ + "The amniote pulls each Large or smaller creature of its choice within 20 feet of it up to 10 feet towards itself. If a target is {@condition bloodied|LM}, it is also {@condition grappled} (escape {@dc 15}) by the amniote. Until this grapple ends, a target is {@condition restrained} and can't regain hit points." + ] } + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" ] }, { - "name": "Honeyed Words", + "name": "Bone Collector", "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You can use your Channel Divinity to augment your influence with blasphemous power. As a bonus action, you grant yourself a +5 bonus to Charisma ({@skill Deception}) checks for the next 10 minutes." - ] - }, - { - "name": "Radiance of the Savior", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to {@damage 1d10} + your blackguard level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected." - ] - }, - { - "name": "Vice Spells", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "{@i 3rd-level Vice of Pride feature}", - "You gain vice spells at the blackguard levels listed.", + "page": 26, + "group": [ + "Undead Oozes" + ], + "fluff": { + "_monsterFluff": { + "name": "Bone Collector", + "source": "LM" + } + }, + "hasFluff": true, + "size": [ + "G" + ], + "type": "undead", + "alignment": [ + "U" + ], + "ac": [ { - "type": "table", - "caption": "Vice of Pride Spells", - "colLabels": [ - "Blackguard Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell charm person}, {@spell cure wounds}" - ], - [ - "5th", - "{@spell detect thoughts}, {@spell suggestion}" - ], - [ - "9th", - "{@spell beacon of hope}, {@spell daylight}" - ], - [ - "13th", - "{@spell charm monster}, {@spell compulsion}" - ], - [ - "17th", - "{@spell dominate person}, {@spell geas}" - ] + "ac": 17, + "from": [ + "natural armor" ] } - ] - }, - { - "name": "Aura of False Divinity", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 7, - "header": 2, - "entries": [ - "{@i 7th-level Vice of Pride feature}", - "You exude an aura of awe-inspiring energy that makes it easier for you to influence others. Any creature of your choice that starts its turn within 10 feet of you must make a Wisdom saving throw, provided that you aren't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by you. A creature charmed in this way can repeat the saving throw at the end of each minute, or at the end of each of its turns in combat, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to your Aura of False Divinity for 24 hours.", - "At 18th level, the range of this aura increases to 30 feet." - ] - }, - { - "name": "Self-Importance", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 15, - "header": 2, - "entries": [ - "{@i 15th-level Vice of Pride feature}", - "Whenever you take damage, you can use your reaction to target one creature within 30 feet of you, other than the source of the damage. The target must make a Charisma saving throw against your spell save DC. If the target is a willing creature, or if it is {@condition charmed} by you, it fails the saving throw automatically. On a failed save, you take only half the damage dealt to you (rounded down), and the targeted creature takes the other half." - ] - }, - { - "name": "Herald of Salvation", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Pride", - "subclassSource": "LM", - "level": 20, - "header": 2, - "entries": [ - "{@i 20th-level Vice of Pride feature}", - "You can assume the form of a divine being, taking on an angelic appearance tailored to your personality and characteristics.", - "Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:", + ], + "hp": { + "average": 170, + "formula": "11d20 + 55" + }, + "speed": { + "walk": 20, + "swim": 20, + "climb": 20, + "burrow": 10 + }, + "str": 24, + "dex": 15, + "con": 20, + "int": 1, + "wis": 12, + "cha": 1, + "save": { + "str": "+12", + "con": "+10" + }, + "senses": [ + "blindsight 10 ft. (blind beyond this radius)", + "tremorsense 90 ft." + ], + "passive": 11, + "immune": [ + "acid", + "necrotic", + "poison" + ], + "cr": "14", + "trait": [ { - "type": "list", - "items": [ - "You manifest a pair of spectral wings, granting you a flying speed equal to your walking speed. You also shed bright light out to 30 feet, and dim light 30 feet beyond that.", - "Creatures that are {@condition charmed} by you follow your verbal commands to the best of their ability, even if doing so would compromise their moral integrity or would obviously be harmful to them.", - "Creatures within 10 feet of you have disadvantage on Wisdom and Charisma saving throws against your blackguard spells and your Vice of Pride features." + "name": "Siege Monster", + "entries": [ + "The bone collector deals double damage to objects and structures." ] }, - "Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "Vice of Treachery", - "source": "LM", - "page": 101, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 3, - "entries": [ - "The Vice of Treachery for blackguards who care only for their own power and survival, and are faithful only to themselves. Anyone desperate enough to follow one of these blackguards does so because, while deceitful, these blackguards command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these blackguards pay homage to demon lords, especially Grazz't and Orcus. The Lords of Hell and other beings of Law are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.", { - "type": "refSubclassFeature", - "subclassFeature": "Vice Spells|Blackguard|LM|Treachery|LM|3" + "name": "Tunneler", + "entries": [ + "The bone collector can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Blackguard|LM|Treachery|LM|3" + "name": "Bone Subsumption", + "entries": [ + "When the bone collector deals damage to a creature with bones, the creature also suffers {@condition health drain|LM} equal to the damage taken." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The bone collector regains 10 hit points at the start of its turn. If the bone collector takes radiant damage, this trait doesn't function at the start of the bone collector's next turn. The bone collector dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Lumbering Hulk", + "entries": [ + "The bone collector ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bone collector makes one slam attack and one constrict or tail attack." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage plus 6 ({@damage 1d12}) necrotic damage." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 20 ft., one creature. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage, and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition poisoned} and {@condition restrained}, and if it were to regain hit points, the bone collector regains them instead." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}13 ({@damage 1d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 30 feet away from the bone collector and knocked {@condition prone}." + ] + }, + { + "name": "Bone Shards {@recharge 5}", + "entries": [ + "The bone collector blasts sharp bone shards in a 60-foot cone. Each creature in that area takes 49 ({@damage 9d10}) piercing damage ({@dc 18} Dexterity save for half).", + "The bone collector can either immediately recharge this ability or increase the size of its next use to a 90-foot cone by using Absorb Corpse, or by taking a -2 penalty to AC until the end of its next turn." + ] + } + ], + "legendary": [ + { + "name": "Lurch", + "entries": [ + "The bone collector moves up to half its speed." + ] + }, + { + "name": "Tendril", + "entries": [ + "The bone collector makes one tendril attack." + ] + }, + { + "name": "Slam (Costs 2 Actions)", + "entries": [ + "The bone collector makes one slam attack." + ] + } + ], + "traitTags": [ + "Regeneration", + "Siege Monster" + ], + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "N", + "P" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "prone", + "restrained" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "bonus": [ + { + "name": "Destroy", + "entries": [ + "The bone collector makes a slam attack against an object or structure." + ] + }, + { + "name": "Absorb Corpse", + "entries": [ + "The bone collector increases its mass by absorbing the bones from a corpse within 5 feet of it. If the corpse had bones in it, the bone collector's current and maximum hit points increase by 10, plus an additional 10 hit points for every size category above Medium if the corpse is Large or larger." + ] } ] }, { - "name": "Channel Divinity", + "name": "Angel of Decay", + "alias": [ + "Rot Harbinger" + ], "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 3, - "header": 1, - "consumes": { - "name": "Channel Divinity" + "page": 27, + "group": [ + "Servants of Darkness" + ], + "fluff": { + "_monsterFluff": { + "name": "Angel of Decay", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/44m1j6x.png" + } + } + ] }, - "entries": [ - "{@i 3rd-level Vice of Treachery feature}", - "You gain the following two Channel Divinity options.", + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ { - "type": "refSubclassFeature", - "subclassFeature": "Cloak of Shadows|Blackguard|LM|Treachery|LM|3" + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 18, + "dex": 17, + "con": 16, + "int": 16, + "wis": 16, + "cha": 18, + "save": { + "dex": "+6", + "wis": "+6" + }, + "skill": { + "perception": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 16, + "resist": [ + "fire", + "lightning" + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Common", + "Primordial" + ], + "cr": "7", + "trait": [ + { + "name": "Feed on Decay", + "entries": [ + "Whenever a creature within 15 feet of the angel of decay fails a saving throw, the angel of decay regains 5 hit points." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Poison Strike|Blackguard|LM|Treachery|LM|3" + "name": "Flyby", + "entries": [ + "The angel of decay doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Rotting Aura", + "entries": [ + "Any living creature that starts its turn within 10 feet of the angel of decay takes 14 ({@damage 4d6}) necrotic damage ({@dc 15} Constitution save for half)." + ] } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The angel of decay uses its Rotting Touch twice. If both attacks hit the same target, the target takes an additional 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Rotting Touch", + "entries": [ + "{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) necrotic damage." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "P" + ], + "damageTags": [ + "N" ] }, { - "name": "Cloak of Shadows", - "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You can use your Channel Divinity to vanish from sight. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell." - ] - }, - { - "name": "Vice Spells", + "name": "Blaspheme", "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "{@i 3rd-level Vice of Treachery feature}", - "You gain vice spells at the blackguard levels listed.", + "page": 28, + "group": [ + "Servants of Darkness" + ], + "fluff": { + "_monsterFluff": { + "name": "Blaspheme", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/78dedffb65c697b396a8a16d580e0866/tumblr_inline_oev5bbgAQC1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ { - "type": "table", - "caption": "Oath of Treachery Spells", - "colLabels": [ - "Blackguard Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell charm person}, {@spell expeditious retreat}" - ], - [ - "5th", - "{@spell invisibility}, {@spell mirror image}" - ], - [ - "9th", - "{@spell gaseous form}, {@spell haste}" - ], - [ - "13th", - "{@spell confusion}, {@spell greater invisibility}" - ], - [ - "17th", - "{@spell dominate person}, {@spell passwall}" - ] + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d8 + 72" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 12, + "con": 18, + "int": 5, + "wis": 15, + "cha": 10, + "save": { + "wis": "+5" + }, + "skill": { + "athletics": "+8", + "perception": "+5", + "survival": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "poisoned", + "unconscious" + ], + "languages": [ + "Common" + ], + "cr": "8", + "trait": [ + { + "name": "Turn Resistance", + "entries": [ + "The blaspheme has advantage on saving throws against effects that turns undead." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the blaspheme to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the blaspheme drops to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The blaspheme makes two attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a non-evil creature, it must succeed on a {@dc 15} Constitution saving throw or have disadvantage on all saving throws until the start of the blaspheme's next turn." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "The blaspheme moves up to its speed toward a hostile creature that it can see. " + ] + }, + { + "name": "Brawler", + "entries": [ + "The blaspheme attempts to grapple or shove one creature within its reach." ] } + ], + "traitTags": [ + "Turn Resistance", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW" ] }, { - "name": "Poison Strike", + "name": "Gravetouched Ghoul", "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time a creature takes damage from that weapon or ammunition it takes extra necrotic or poison damage (your choice) equal to {@dice 2d10} + your blackguard level, or 20 + your blackguard level if you had advantage on the attack roll." + "page": 29, + "group": [ + "Servants of Darkness" + ], + "fluff": { + "_monsterFluff": { + "name": "Gravetouched Ghoul", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://adrenalinarpg.files.wordpress.com/2009/08/gravetouched-ghoul.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "unholy grace" + ] + } + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 17, + "con": 14, + "int": 12, + "wis": 14, + "cha": 15, + "save": { + "str": "+5", + "dex": "+5", + "con": "+4", + "int": "+3", + "wis": "+4", + "cha": "+4" + }, + "skill": { + "athletics": "+5", + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "3", + "trait": [ + { + "name": "Turn Resistance", + "entries": [ + "The ghoul has advantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Unholy Grace", + "entries": [ + "The ghoul adds its Charisma modifier to its Armor Class and on saving throws (accounted for in its statistics)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ghoul makes two attacks: one with its bite and one with its claws. If the ghoul successfully paralyzes a creature, it can grapple the creature as part of this action." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 5 ({@damage 2d4}) necrotic damage. If the target is a living creature, it must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." + ] + } + ], + "bonus": [ + { + "name": "Cunning Action", + "entries": [ + "The ghoul takes the {@action Dash}, {@action Disengage}, or {@action Hide} action. " + ] + }, + { + "name": "One With Shadows", + "entries": [ + "While in an area of dim light or darkness, the ghoul becomes {@condition invisible} until it moves or take an action, bonus action, or reaction." + ] + } + ], + "traitTags": [ + "Turn Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed", + "poisoned" ] }, { - "name": "Aura of Treachery", + "name": "Entomber", "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 7, - "header": 2, - "entries": [ - "{@i 7th-level Vice of Treachery feature}", - "You emanate an aura of discord, which gives you the following benefits.", + "page": 30, + "group": [ + "Servants of Darkness" + ], + "fluff": { + "_monsterFluff": { + "name": "Entomber", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://campanharavenloft.wdfiles.com/local--files/start/entomber.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 97, + "formula": "13d8 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 12, + "con": 16, + "int": 6, + "wis": 12, + "cha": 7, + "save": { + "wis": "+4" + }, + "skill": { + "athletics": "+7", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "understands Common but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Turn Resistance", + "entries": [ + "The entomber has advantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the entomber to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the entomber drops to 1 hit point instead." + ] + }, + { + "name": "Alert", + "entries": [ + "The entomber has advantage on initiative rolls and Wisdom ({@skill Perception}) checks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The entomber makes two melee attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Entomb", + "entries": [ + "The entomber attempts to bury one creature it is grappling. The target must succeed on a {@dc 15} Strength saving throw or be pounded bodily into a shallow grave that bulges out of the ground and reveals its location. This ability doesn't work in locations with a basement or open level immediately below, nor can the creature entomb victims in a magical substance or a floor made of solid metal or a similar substance.", + "While entombed, the creature is {@condition blinded}, {@condition prone}, and {@condition restrained}, and it has total cover. Additionally, the creature is no longer {@condition grappled}, but it can't breath and is suffocating.", + "To escape being entombed, the target or a creature within 5 feet of the grave can take an action to attempt to clear away the tomb by making a {@dc 14} Strength check. After two of these checks succeed (they needn't be consecutive), the target is freed from the tomb, although it remains {@condition prone} in the same space." + ] + } + ], + "bonus": [ + { + "name": "Exhume", + "entries": [ + "The entomber touches the top of a grave or space where a creature is buried no deeper than 10 feet. The body immediately rises to the surface via this magic, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner." + ] + }, + { + "name": "Grappler", + "entries": [ + "The entomber attempts to {@action grapple} one creature within its reach. On a success, the entomber has advantage on attack rolls against it while it remains {@condition grappled}. " + ] + } + ], + "reaction": [ + { + "name": "Defend Grave", + "entries": [ + "The entomber can attempt to shove one creature that enters its reach." + ] + } + ], + "traitTags": [ + "Turn Resistance", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "prone", + "restrained" + ] + }, + { + "name": "Quell", + "source": "LM", + "page": 31, + "group": [ + "Spirits" + ], + "fluff": { + "_monsterFluff": { + "name": "Quell", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/7/78/Quell_-_Steven_Belledin.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 65, + "formula": "10d8 + 20" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 16, + "con": 14, + "int": 12, + "wis": 13, + "cha": 16, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "3", + "trait": [ + { + "name": "Godhate", + "entries": [ + "The quell has advantage on saving throws against divine magic, which are spells and other magical effects originating from clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The quell 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": "Sense Divinity", + "entries": [ + "The quell knows if a visible creature is a celestial or a user of divine magic." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the quell has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The quell uses its Intercession if it is available, and then it uses its Life Drain." + ] + }, + { + "name": "Life Drain", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." + ] + }, + { + "name": "Intercession {@recharge 5}", + "entries": [ + "Each creature within 45 feet of the quell that is a celestial or a user of divine magic must make a {@dc 13} Wisdom saving throw. On a failed save, a target cannot cast spells via divine magic until the start of the quell's next turn. If the saving throw fails by 5 or more, this effect instead lasts until the target finishes a long rest." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "health drain|LM" + ] + }, + { + "name": "Spectral Lyrist", + "source": "LM", + "page": 32, + "group": [ + "Spirits" + ], + "fluff": { + "_monsterFluff": { + "name": "Spectral Lyrist", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/2baeae6f037a0645106ca0261c9ff35e/tumblr_inline_ogzz4vFXNS1rkapbx_640.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 15, + "con": 16, + "int": 12, + "wis": 14, + "cha": 16, + "save": { + "wis": "+4" + }, + "skill": { + "deception": "+7", + "perception": "+4", + "performance": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "4", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The spectral lyrist's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell disguise self}", + "{@spell minor illusion}", + "{@spell vicious mockery}" + ], + "daily": { + "2e": [ + "{@spell command}", + "{@spell suggestion}" + ], + "1e": [ + "{@spell charm person}", + "{@spell phantasmal force}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The spectral lyrist 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": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the spectral lyrist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Life Drain", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or suffer {@condition health drain|LM} equal to the damage taken." + ] + } + ], + "bonus": [ + { + "name": "Taunt (2/Day)", + "entries": [ + "The spectral lyrist targets one creature within 30 feet of it. If the target can hear the spectral lyrist, the target must succeed on a {@dc 13} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the spectral lyrist's next turn." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "Y" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "charmed" + ] + }, + { + "name": "Crypt Chanter", + "source": "LM", + "page": 33, + "group": [ + "Spirits" + ], + "fluff": { + "_monsterFluff": { + "name": "Crypt Chanter", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/7c7c4b61cf18df7bb105e4ccca1df8cf/tumblr_inline_ofclkxpr6f1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 90, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 18, + "con": 16, + "int": 13, + "wis": 16, + "cha": 18, + "save": { + "wis": "+6" + }, + "skill": { + "deception": "+7", + "insight": "+6", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "7", + "trait": [ + { + "name": "Create Spawn", + "entries": [ + "The spirit of a humanoid slain by the crypt chanter rises as a {@creature specter} after 1 minute. The specter is under the crypt chanter's control." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The crypt chanter 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": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the crypt chanter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Draining Melody", + "entries": [ + "Each creature within 60 feet of the crypt chanter that is {@condition charmed} by it must succeed on a {@dc 15} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and suffer one level of {@condition exhaustion|PHB}." + ] + }, + { + "name": "Life Drain", + "entries": [ + "The crypt chanter deals 21 ({@damage 6d6}) necrotic damage to one creature it can see within 60 feet of it that isn't {@condition charmed} ({@dc 15} Constitution save for half). The crypt chanter regains a number of hit points equal to half the damage dealt." + ] + } + ], + "bonus": [ + { + "name": "Captivating Presence", + "entries": [ + "Each creature within 60 feet of the crypt chanter that can hear its melody must make a {@dc 15} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the crypt chanter for 1 minute, until the creature is farther than 60 feet away from it, until the crypt chanter is {@condition incapacitated} or dies, or until the creature becomes {@condition deafened}. On a successful save, the creature becomes immune to the crypt chanter's Captivating Presence for 24 hours. Creatures charmed by the crypt chanter can't willingly move away from it." + ] + } + ], + "legendaryHeader": [ + "The crypt chanter can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The crypt chanter regains spent legendary actions at the start of its turn." + ], + "legendaryActions": 2, + "legendary": [ + { + "name": "Move", + "entries": [ + "The crypt chanter moves up to half its speed." + ] + }, + { + "name": "Enthrall", + "entries": [ + "Each creature within 60 feet of the crypt chanter that is {@condition charmed} by it and can hear its melody must make a {@dc 15} Wisdom saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) psychic damage and must use its reaction, if available, to move up to its speed towards the crypt chanter." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "charmed", + "deafened", + "exhaustion" + ] + }, + { + "name": "Dream Vestige", + "source": "LM", + "page": 34, + "group": [ + "Spirits" + ], + "fluff": { + "_monsterFluff": { + "name": "Dream Vestige", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://2.bp.blogspot.com/-39_lRyJImRY/XFNf8ATIxcI/AAAAAAAAEYk/c3T7Quwu9Hk4YjS8y1azlar5nISD9PG9wCK4BGAYYCw/s1600/Vestigio%2Bonirico.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 157, + "formula": "15d12 + 60" + }, + "speed": { + "walk": 0, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 18, + "con": 18, + "int": 14, + "wis": 16, + "cha": 18, + "save": { + "int": "+7", + "wis": "+8", + "cha": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "immune": [ + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages its victims knew in life" + ], + "cr": "16", + "trait": [ + { + "name": "Desecrating Aura", + "entries": [ + "The vestige emanates an aura of utter desecration out to a range of 30 feet. Living creatures can't regain hit points while within this aura. Additionally, any undead ally of the vestige that is within the aura makes saving throws with advantage, and that ally regains 5 hit points whenever it starts its turn there." + ] + }, + { + "name": "Form Consumption", + "entries": [ + "When the vestige kills a creature that isn't a construct, the victim's body is automatically engulfed and dissolved by the dream vestige, and its soul is absorbed and added to the dream vestige's form. The dream vestige's current and maximum hit points then increase by 3.", + "When the dream vestige reaches 314 hit points, it splits into two regular dream vestiges, each one having 157 maximum hit points as normal." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The vestige 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": "Legendary Resistance (3/Day)", + "entries": [ + "If the vestige fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The vestige has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vestige can use its Frightful Presence. It then makes three tendril attacks." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) necrotic damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the vestige's choice that is within 120 feet of the vestige and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vestige's Frightful Presence for the next 24 hours." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The vestige moves up to its speed." + ] + }, + { + "name": "Nightmare", + "entries": [ + "The vestige targets one {@condition frightened} creature that it can see within 60 feet of it. The target must make a {@dc 17} Wisdom saving throw. On a failed save, the target takes 11 ({@damage 2d10}) psychic damage, and the vestige magically learns one fact or secret about the target." + ] + }, + { + "name": "Disrupt Life (Costs 2 Actions)", + "entries": [ + "Each living creature within 30 feet of the vestige takes 28 ({@damage 8d6}) necrotic damage ({@dc 17} Constitution save for half)." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Skin Kite", + "source": "LM", + "page": 35, + "group": [ + "Undead Aviary" + ], + "fluff": { + "_monsterFluff": { + "name": "Skin Kite", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/U1n1Rec.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 33, + "formula": "6d6 + 12" + }, + "speed": { + "walk": 10, + "fly": 40 + }, + "str": 18, + "dex": 16, + "con": 14, + "int": 6, + "wis": 12, + "cha": 7, + "skill": { + "acrobatics": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "understands the languages it knew in life but can't speak" + ], + "cr": "3", + "trait": [ + { + "name": "Damage Transfer", + "entries": [ + "While attached to a creature, the skin kite takes only half the damage dealt to it (rounded down), and that creature takes the other half." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d6 + 4}) bludgeoning damage, and if the target is Large or smaller, the skin kite attaches to it. If the skin kite has advantage against the target, the skin kite attaches to the target's head, and the target is {@condition blinded} and unable to breathe while the skin kite is attached. While attached, the skin kite can make this attack only against the target and has advantage on the attack roll. The skin kite can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the skin kite by succeeding on a {@dc 14} Strength check." + ] + }, + { + "name": "Meld", + "entries": [ + "If the skin kite is attached to a creature, that creature must make a {@dc 14} Constitution saving throw. On a failed save, the target takes 10 ({@damage 3d6}) necrotic damage, and the skin kite regains hit points equal to half the damage dealt. On a failed save of 5 or more, the skin kite absorbs a portion of the target's skin; the skin kite gains the Launch Kite action and can use it once during the next minute." + ] + }, + { + "name": "Launch Kite (Available via Meld)", + "entries": [ + "The skin kite can use this action to spawn a new skin kite using skin stolen via the Meld action. The skin kite must take this action at the start of its turn, and its speed is reduced to 0 for the rest of the turn. This action provokes opportunity attacks from creatures that can reach the skin kite.", + "The freshly launched skin kite has a number of hit points equal to the original's current total and acts immediately after the original skin kite on the same initiative." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Skirr", + "source": "LM", + "page": 36, + "group": [ + "Undead Aviary" + ], + "fluff": { + "_monsterFluff": { + "name": "Skirr", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/2fbead2738a2e778114a0bcc85173add/tumblr_inline_ogm48taisx1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d12 + 64" + }, + "speed": { + "walk": 20, + "fly": 50 + }, + "str": 20, + "dex": 16, + "con": 18, + "int": 2, + "wis": 11, + "cha": 8, + "save": { + "dex": "+6", + "con": "+7" + }, + "skill": { + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "cr": "7", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The skirr doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skirr makes two attacks: one with its bite and one with its claw." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}), and the skirr can't bite another target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ] + }, + { + "name": "Paralyth", + "source": "LM", + "page": 37, + "group": [ + "Undead Aviary" + ], + "fluff": { + "_monsterFluff": { + "name": "Paralyth", + "source": "LM" + } + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "formula": "18d8 + 36", + "average": 117 + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 4, + "dex": 20, + "con": 14, + "int": 21, + "wis": 18, + "cha": 16, + "save": { + "int": "+9", + "wis": "+8", + "cha": "+7" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)", + "Detect Sentience 300 ft." + ], + "passive": 18, + "languages": [ + "understands the languages it knew in life but can't speak", + "telepathy 120 ft." + ], + "cr": "9", + "trait": [ + { + "name": "Detect Sentience", + "entries": [ + "The paralyth can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The paralyth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Paralyth Aura", + "entries": [ + "At the start of each of the paralyth's turns, it emits a burst of electricity that interferes with the nervous system of any number of creatures within 20 feet of it. Until the start of the paralyth's next turn, every foot of movement costs 1 extra foot for the target, and it suffers disadvantage on Dexterity checks and saving throws." + ] + } + ], + "action": [ + { + "name": "Pain Lash", + "entries": [ + "{@atk ms} {@hit 9} to hit, reach 10 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it can't take reactions until the end of its next turn, and it must succeed on a {@dc 17} Constitution saving throw or be {@condition restrained} for the same duration." + ] + }, + { + "name": "Nervous Feedback {@recharge 5}", + "entries": [ + "The paralyth emits concentrated electricity in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or take 31 ({@damage 4d12 + 5}) lightning damage and be {@condition paralyzed} until the end of the paralyth's next turn." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "CS", + "LF", + "TP" + ], + "damageTags": [ + "L", + "Y" + ], + "damageTagsSpell": [ + "Y" + ], + "miscTags": [ + "RCH", + "AOE" + ], + "conditionInflict": [ + "charmed", + "paralyzed", + "restrained" + ], + "conditionInflictSpell": [ + "blinded", + "charmed", + "deafened", + "frightened", + "restrained", + "unconscious" + ], + "bonus": [ + { + "name": "Spinal Domination", + "entries": [ + "The paralyth targets one creature within 20 feet of it. The target must make a {@dc 17} Wisdom saving throw. On a failed save, the paralyth chooses the target's movement and actions on its next turn. A creature is immune to this ability if it is immune to being {@condition charmed}.", + "If the target has an Intelligence or Wisdom score of 6 or lower, the target is instead {@condition charmed} by the paralyth on a failed save until the paralyth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the paralyth's control and follows its orders to the best of its ability.", + "Whenever the {@condition charmed} target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the paralyth. The paralyth can only have up to 10 creatures charmed at a time." + ] + }, + { + "name": "Shock Bolt", + "entries": [ + "The paralyth sends a bolt of lightning at a creature within 60 feet of it, dealing 9 ({@damage 2d8}) lightning damage ({@dc 17} Dexterity save for half). On a failed save, the target also takes 4 ({@damage 1d8}) lightning damage for every 5 feet of movement it spends on its next turn." + ] + } + ], + "immune": [ + "lightning", + "psychic" + ], + "skill": { + "perception": "+8", + "acrobatics": "+9" + } + }, + { + "name": "Vile Pet", + "shortName": "pet", + "source": "LM", + "page": 38, + "group": [ + "Unrisen" + ], + "fluff": { + "_monsterFluff": { + "name": "Vile Pet", + "source": "LM" + } + }, + "hasFluff": true, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "6d6 + 18", + "average": 39 + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 14, + "con": 16, + "int": 3, + "wis": 13, + "cha": 6, + "skill": { + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "cr": "1", + "trait": [ + { + "name": "Pack Tactics", + "entries": [ + "The pet has advantage on an attack roll against a creature if at least one of the pet's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Malleable Bones", + "entries": [ + "The pet can move through a space as narrow as 3 inches wide without squeezing." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The pet has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pet makes two bite attacks." + ] + }, + { + "name": "Filthy Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the diseased creature must repeat the saving throw. On a failed save, the amount of food that the creature needs to eat per day increases by 1 pound until the disease is cured." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Slaymate", + "source": "LM", + "page": 39, + "group": [ + "Unrisen" + ], + "fluff": { + "_monsterFluff": { + "name": "Slaymate", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/793f637ff0c61017de18a940e98b69c5/tumblr_inline_ogy0dsyS2r1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 27, + "formula": "6d6 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 16, + "con": 12, + "int": 11, + "wis": 10, + "cha": 13, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "2", + "trait": [ + { + "name": "Pale Aura", + "entries": [ + "Necromancy spells cast by creatures within 10 feet of the slaymate have their durations, ranges, and sizes doubled and can animate or reassert control over twice as many undead. For example, a {@spell circle of death} spell would become a 120-foot-radius sphere with a 300 foot range, and a {@spell danse macabre|XGE} spell would animate up to ten undead within 120 feet for up to 2 hours." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The slaymate deals an extra 7 ({@damage 2d6}) damage when it hits a target with a melee weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the slaymate that isn't incapacitated and the slaymate doesn't have disadvantage on the attack roll." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target must succeed on a {@dc 11} Constitution saving throw against disease or be {@condition poisoned} for 1 minute (save ends)." + ] + }, + { + "name": "Knife", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If this attack hits while the slaymate is {@condition invisible}, it is automatically a critical hit." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The slaymate and any Huge or smaller creature it is riding magically turns {@condition invisible} until either creature makes an attack roll, makes a damage roll, or casts a spell, or until the slaymate's concentration ends (as if concentrating on a spell). Any equipment the slaymate or its rider wears or carries is {@condition invisible} with it." + ] + } + ], + "bonus": [ + { + "name": "Nimble Escape", + "entries": [ + "The slaymate takes the {@action Disengage} or {@action Hide} action." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible", + "poisoned" + ] + }, + { + "name": "Tainted Priest", + "shortName": "priest", + "source": "LM", + "page": 40, + "group": [ + "Unrisen" + ], + "fluff": { + "_monsterFluff": { + "name": "Tainted Priest", + "source": "LM" + } + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "Unholy Grace" + ] + } + ], + "hp": { + "formula": "15d8 + 30", + "average": 97 + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 16, + "con": 14, + "int": 15, + "wis": 19, + "cha": 18, + "save": { + "con": "+6", + "int": "+6", + "wis": "+8", + "cha": "+8", + "str": "+4", + "dex": "+7" + }, + "skill": { + "deception": "+12", + "religion": "+10", + "medicine": "+8", + "arcana": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "any three languages" + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The priest's spellcasting ability is Wisdom (spell save {@dc 16}). It has the following spells prepared:" + ], + "daily": { + "1e": [ + "{@spell create undead}", + "{@spell modify memory}" + ], + "3e": [ + "{@spell cure wounds}", + "{@spell sanctuary}" + ], + "2e": [ + "{@spell calm emotions}", + "{@spell lesser restoration}" + ] + }, + "will": [ + "{@spell minor illusion}", + "{@spell thaumaturgy}" + ], + "ability": "wis", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Unholy Grace", + "entries": [ + "The priest adds its Charisma modifier to its armor class and saving throws (included in its statistics)." + ] + }, + { + "name": "False Aura", + "entries": [ + "The priest is treated as a humanoid for the purpose of spells and magical effects that detect creature types, such as a paladin's Divine Sense." + ] + } + ], + "action": [ + { + "name": "Ray of Weakness (5th-Level Spell)", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h} 27 ({@damage 6d8}) poison damage. The target must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the end of the priest's next turn." + ] + }, + { + "name": "Unholy Staff", + "entries": [ + "{@atk mw} {@h 7} to hit, reach 5 ft., one target. {@h} 8 ({@damage 1d8 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, it can't regain hit points until the end of the priest's next turn, and the priest regains hit points equal to the necrotic damage dealt." + ] + }, + { + "name": "Negative Energy Burst (7th-Level Spell; 2/Day).", + "entries": [ + "A wave of negative energy washes out from a point of the priest's choice within 120 feet of it. Each living creature in a 15-foot-radius sphere centered on that point takes 32 ({@damage 5d12}) necrotic damage ({@dc 16} Constitution save for half). A humanoid killed by this damage rises up as a {@creature zombie} at the start of the priest's next turn. The zombie pursues whatever living creature it can see that is closest to it.", + "Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points." + ] + } + ], + "bonus": [ + { + "name": "Vile Eruption", + "entries": [ + "The priest unleashes sickening miasma in a 30-foot cone. Each living creature in the area takes 11 ({@damage 2d10}) necrotic damage ({@dc 16} Constitution save for half). On a failed save, a creature is also {@condition poisoned} and has its speed halved until the end of its next turn." + ] + } + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "X" + ], + "damageTags": [ + "B", + "I", + "N" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Moon Wraith", + "page": 41, + "group": [ + "Wraiths" + ], + "fluff": { + "_monsterFluff": { + "name": "Moon Wraith", + "source": "LM" + } + }, + "hasFluff": true, + "source": "LM", + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "formula": "13d10 + 52", + "average": 123 + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 20, + "con": 18, + "int": 12, + "wis": 16, + "cha": 15, + "skill": { + "perception": "+6", + "stealth": "+8", + "survival": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "7", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The wraith 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": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The wraith regains 10 hit points at the start of its turn. If the wraith is in sunlight or takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wraith's next turn. The wraith dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wraith two melee attacks." + ] + }, + { + "name": "Moon Wrath", + "entries": [ + "The wraith makes a melee attack against each creature of its choice within 5 feet of it." + ] + }, + { + "name": "Shadow Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h} 14 ({@damage 2d8 + 5}) necrotic damage, and if the target is Large or smaller, the wraith can either push the target up to 10 feet away from it or knock it {@condition prone}." + ] + }, + { + "name": "Create Specter", + "entries": [ + "The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time." + ] + } + ], + "bonus": [ + { + "name": "Umbral Dash", + "entries": [ + "The wraith moves up to 30 feet in a straight line to a space it can see, without provoking opportunity attacks. Each living creature it passes through the space of takes 7 ({@damage 2d6}) necrotic damage." + ] + } + ], + "reaction": [ + { + "name": "Lunar Violation", + "entries": [ + "When a creature within 5 feet of the wraith misses it with an attack, it must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} and have its speed halved until the end of the wraith's next turn." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Regeneration", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Oblivion Wraith", + "source": "LM", + "page": 41, + "group": [ + "Wraiths" + ], + "fluff": { + "_monsterFluff": { + "name": "Oblivion Wraith", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AOfYJIX.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "formula": "14d8 + 56", + "average": 119 + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 20, + "con": 19, + "int": 15, + "wis": 16, + "cha": 20, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "12", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Death Blast", + "entries": [ + "When the wraith dies, it explodes, and each creature within 30 feet of it takes 14 ({@damage 4d6}) necrotic damage ({@dc 16} Constitution save for half). On a failed save, a target also regains half as many hit points from any healing source for the next 24 hours." + ] + }, + { + "name": "Nihil Aura", + "entries": [ + "Living creatures within 30 feet of the wraith regain half as many hit points from any healing source and have disadvantage on Intelligence, Wisdom, and Charisma saving throws." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wraith makes two Nihil Blasts." + ] + }, + { + "name": "Nihil Blast", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 60 ft., one creature. {@h}27 ({@damage 4d10 + 5}) necrotic damage, and the target must make a {@dc 16} Intelligence saving throw. On a failed save, the wraith is {@condition invisible} to the target until the end of the wraith's next turn." + ] + }, + { + "name": "Obliviate {@recharge 5}", + "entries": [ + "The wraith unleashes a wave of negative emotions in a 60-foot cone. Each creature in the area takes 36 ({@damage 8d8}) psychic damage ({@dc 16} Charisma save for half). On a failed save, a creature is also {@condition blinded} and {@condition frightened} as horrific images overwhelm its vision until the end of the wraith's next turn." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "AOE" + ], + "bonus": [ + { + "name": "Shadow Glide", + "entries": [ + "The wraith teleports up to 30 feet to an unoccupied space it can see." + ] + }, + { + "name": "Create Specter", + "entries": [ + "The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time." + ] + } + ], + "shortName": "wraith", + "conditionInflict": [ + "blinded", + "frightened", + "invisible" + ], + "actionTags": [ + "Multiattack" + ] + }, + { + "name": "Vortex Wraith", + "size": [ + "H" + ], + "type": "undead", + "source": "LM", + "page": 42, + "group": [ + "Wraiths" + ], + "fluff": { + "_monsterFluff": { + "name": "Vortex Wraith", + "source": "LM" + } + }, + "hasFluff": true, + "alignment": [ + "U" + ], + "ac": [ + 17 + ], + "hp": { + "formula": "15d12 + 90", + "average": 187 + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 24, + "con": 22, + "int": 8, + "wis": 18, + "cha": 22, + "passive": 14, + "cr": "17", + "shortName": "wraith", + "languages": [ + "the languages it knew in life" + ], + "languageTags": [ + "LF" + ], + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "immune": [ + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered" + } + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "save": { + "int": "+5", + "wis": "+10", + "cha": "+12" + }, + "trait": [ + { + "name": "Soul Amalgamation", + "entries": [ + "The wraith can take one reaction on every turn in combat, even if it is {@condition incapacitated}, and it can grapple any number of creatures simultaneously. The wraith can't regain hit points or gain temporary hit points from external sources.", + "If the wraith reduces a humanoid to 0 hit points, its soul joins the amalgamation, causing the wraith to regain 10 hit points." + ] + }, + { + "name": "Destructive Movement", + "entries": [ + "The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}, and it can occupy another creature's space and vice versa. The first time it enters a the space of a creature or object on a turn, that target takes 5 ({@damage 1d10}) necrotic damage. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Fear the Light", + "entries": [ + "The wraith has disadvantage on saving throws against being {@condition frightened}. It is always {@condition frightened} while in bright light, and if it takes radiant damage or sees a spellcaster use Channel Divinity, it is {@condition frightened} until the end of its next turn.", + "While {@condition frightened}, the wraith isn't immune to bludgeoning, piercing, or slashing damage from nonmagical attacks that aren't silvered, its speed is halved, and attack rolls against it have advantage. However, its melee reach is increased to 30 feet, the size of its Grasp for Help action doubles, and it gains advantage on attack rolls, rather than disadvantage." + ] + }, + { + "name": "Agonizing Pain", + "entries": [ + "If the wraith takes psychic damage, the wraith lets out a horrible wail, and each creature within 120 feet of the wraith takes that damage as well. " + ] + } + ], + "reaction": [ + { + "name": "Desperate Plea", + "entries": [ + "When a creature leaves the wraith's reach, the wraith can latch onto it. The wraith moves with the creature until the end of the creature's turn, dragging any creature it is grappling along with it." + ] + }, + { + "name": "Summon Aid", + "entries": [ + "In response to the wraith taking damage or failing a saving throw, a soul is released from the wraith in the form of a {@creature specter} that is hostile to the creature that created the triggering effect (if any).", + "If the triggering effect causes the wraith to be {@condition frightened} or {@condition incapacitated}, or if the wraith is already suffering from one of these conditions, it releases 3 ({@dice 1d4 + 1}) {{@creature specter|mm|specters} instead." + ] + } + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "action": [ + { + "name": "Fearful Embrace", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., any number of creatures within reach. {@h} 33 ({@damage 4d12 + 7}) necrotic damage, and the target is {@condition grappled} (escape {@dc 16}). While {@condition grappled}, a target is {@condition restrained} and can't regain hit points." + ] + }, + { + "name": "Grasp for Help {@recharge 5}", + "entries": [ + "The wraith unleashes souls in a 60-foot cone (120 feet if {@condition frightened}) that grasp desperately for help. Each creature in the area takes 18 ({@damage 4d8}) necrotic damage plus 18 ({@damage 4d8}) psychic damage ({@dc 22} Charisma save for half).", + "The souls then return to the wraith, dragging any creatures that failed the save into its space." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "legendary": [ + { + "name": "Find Help", + "entries": [ + "The wraith moves up to half its speed towards a creature it can see." + ] + }, + { + "name": "Panic", + "entries": [ + "Each creature the wraith is grappling must succeed on a {@dc 22} Wisdom saving throw or be {@condition frightened} until the end of its next turn. While {@condition frightened} in this way, a creature's allies appear {@condition invisible} to it." + ] + }, + { + "name": "Hug Tightly (Costs 2 Actions)", + "entries": [ + "Each creature the wraith is grappling begins to {@quickref suffocating|phb|2|0|choke} until the grapple ends." + ] + } + ], + "conditionInflict": [ + "frightened", + "grappled", + "restrained" + ] + }, + { + "name": "Ghost Hound", + "source": "LM", + "page": 45, + "group": [ + "Ghost Brute" + ], + "fluff": { + "_monsterFluff": { + "name": "Ghost Hound", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://imgs.aixifan.com/live/1497413245142/1497413245142.jpg" + } + } + ] + }, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 11, + "formula": "2d8 + 2" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 15, + "con": 12, + "int": 3, + "wis": 12, + "cha": 15, + "skill": { + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "cr": "1/4", + "trait": [ + { + "name": "Ethereal Sight", + "entries": [ + "The ghost hound can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The ghost hound 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": "Keen Hearing and Smell", + "entries": [ + "The ghost hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The ghost hound has advantage on an attack roll against a creature if at least one of the ghost hound's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Withering Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) necrotic damage." + ] + }, + { + "name": "Etherealness", + "entries": [ + "The ghost hound enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." + ] + }, + { + "name": "Bloodcurling Howl {@recharge}", + "entries": [ + "The mournful howling of the ghost hound chills the living to the core. Each living creature within 30 feet of the ghost hound that can hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost hound's Bloodcurling Howl for the next 24 hours." + ] + } + ], + "traitTags": [ + "Incorporeal Movement", + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ] + }, + { + "name": "Half-Vampire Gnoll Pack Lord", + "source": "LM", + "page": 47, + "group": [ + "Half-Vampire" + ], + "fluff": { + "_monsterFluff": { + "name": "Half-Vampire Gnoll Pack Lord", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.pinimg.com/736x/19/83/84/198384cd733a68580c9e8bce72accdda--fantasy-monster-humanoid.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "gnoll", + "half-vampire" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 49, + "formula": "9d8 + 9" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 13, + "int": 8, + "wis": 11, + "cha": 11, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "necrotic" + ], + "languages": [ + "Gnoll" + ], + "cr": "3", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The gnoll regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the gnoll takes radiant damage, this trait doesn't function at the start of the gnoll's next turn." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the gnoll has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gnoll makes two weapon attacks, only one of which can be a bite attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 7 ft., one creature that is {@condition grappled} by the half-vampire, {@condition incapacitated}, or {@condition restrained}. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. The target suffers health drain equal to the necrotic damage taken, and the gnoll regains hit points equal to that amount." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage. Instead of dealing damage, the gnoll can grapple the target (escape {@dc 13})." + ] + }, + { + "name": "Glaive", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Charm", + "entries": [ + "The gnoll targets one humanoid it can see within 30 feet of it. If the target can see the gnoll, the target must succeed on a {@dc 10} Wisdom saving throw against this magic or be {@condition charmed} by the gnoll. The {@condition charmed} target regards the gnoll as a trusted friend to be heeded and protected. Although the target isn't under the gnoll's control, it takes the gnoll's requests or actions in the most favorable way it can.", + "If the gnoll or the gnoll's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the gnoll is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." + ] + } + ], + "bonus": [ + { + "name": "Rampage", + "entries": [ + "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can move up to half its speed and make another attack." + ] + }, + { + "name": "Incite Rampage {@recharge 5}", + "entries": [ + "One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait." + ] + } + ], + "traitTags": [ + "Regeneration", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "OTH" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH", + "RNG", + "RW" + ], + "conditionInflict": [ + "charmed" + ] + }, + { + "name": "Hooded Pupil Ettin", + "source": "LM", + "page": 49, + "group": [ + "Hooded Pupil" + ], + "fluff": { + "_monsterFluff": { + "name": "Hooded Pupil Ettin", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NTR3CnT.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d10 + 39" + }, + "speed": { + "walk": 40, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 8, + "con": 17, + "int": 6, + "wis": 10, + "cha": 14, + "skill": { + "arcana": "+1", + "perception": "+6", + "religion": "+1" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "cold", + "necrotic" + ], + "conditionImmune": [ + "exhaustion" + ], + "languages": [ + "Common", + "Giant", + "Orc" + ], + "cr": "5", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The ettin's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell ray of sickness}", + "{@spell toll the dead|XGE}" + ], + "daily": { + "1": [ + "{@spell bestow curse}" + ], + "2": [ + "{@spell animate dead}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Two Heads", + "entries": [ + "The ettin has advantage on Wisdom (Perception) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}." + ] + }, + { + "name": "Unholy Weapons", + "entries": [ + "The ettin's weapon attacks are magical. When the ettin hits with any weapon, the weapon deals an extra {@damage 2d6} necrotic damage (included in the attack)." + ] + }, + { + "name": "Wakeful", + "entries": [ + "When one of the ettin's heads is asleep, its other head is awake." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ettin makes two attacks: one with its battleaxe and one with its morningstar." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage, and if the target is a Medium or smaller creature, its speed is reduced by 10 feet until the end of the ettin's next turn." + ] + }, + { + "name": "Morningstar", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage, and if the target is a Medium or smaller creature, the ettin can push it up to 5 feet away." + ] + } + ], + "bonus": [ + { + "name": "Drink Blood {@recharge 5}", + "entries": [ + "The ettin can suck or drink blood from the wounds of a creature within 5 feet of it that doesn't have all of its hit points. The creature must willing, {@condition grappled} by the ettin or one of its allies, {@condition incapacitated}, or {@condition restrained}. The target takes 14 ({@damage 4d6}) necrotic damage and suffers health drain equal to the damage taken, and the ettin regains hit points equal to the damage dealt." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI", + "O" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "I", + "N" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "poisoned" + ] + }, + { + "name": "Mummified Ogre", + "source": "LM", + "page": 51, + "group": [ + "Mummified Creature" + ], + "fluff": { + "_monsterFluff": { + "name": "Mummified Ogre", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/tumblr_lgbfyekztJ1qak06uo1_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 6, + "con": 16, + "int": 4, + "wis": 7, + "cha": 13, + "save": { + "wis": "+0" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Giant" + ], + "cr": "4", + "trait": [ + { + "name": "Powerful Blows", + "entries": [ + "When the mummy hits a Medium or smaller creature or object with a melee attack, the target must make a {@dc 15} Strength saving throw. On a failed save, the target is pushed up to 5 feet away from the mummy and is knocked {@condition prone}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mummy uses its Dreadful Glare and makes one melee attack." + ] + }, + { + "name": "Rotting Fist", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic." + ] + }, + { + "name": "Dreadful Glare", + "entries": [ + "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Destroy", + "entries": [ + "The mummy makes a melee attack against an object or structure." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened", + "paralyzed", + "prone" + ] + }, + { + "name": "Earth Necromental", + "source": "LM", + "page": 53, + "group": [ + "Necromental" + ], + "fluff": { + "_monsterFluff": { + "name": "Earth Necromental", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/d/de/Monster_-_Necromental.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 20, + "dex": 8, + "con": 20, + "int": 2, + "wis": 10, + "cha": 2, + "senses": [ + "darkvision 120 ft.", + "tremorsense 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "thunder" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "understands Terran but can't speak" + ], + "cr": "6", + "trait": [ + { + "name": "Create Spawn", + "entries": [ + "An elemental slain by the earth necromental rises as a necromental after 24 hours." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "The earth necromental can burrow through nonmagical, unworked earth and stone. While doing so, the earth necromental doesn't disturb the material it moves through." + ] + }, + { + "name": "Life Draining Aura", + "entries": [ + "At the start of each of the earth necromental's turns, each creature within 15 feet of it must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage. A target also suffers health drain equal to the damage taken." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The earth necromental deals double damage to objects and structures." + ] + }, + { + "name": "Touch of Death", + "entries": [ + "When the earth necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The earth necromental 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." + ] + }, + { + "name": "Disrupt Life {@recharge 5}", + "entries": [ + "Each living creature within 15 feet of the earth necromental takes 22 ({@damage 4d10}) necrotic damage ({@dc 16} Constitution save for half)." + ] + } + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "T" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ] + }, + { + "name": "Necropolitan Mage", + "source": "LM", + "page": 55, + "group": [ + "Necropolitan" + ], + "fluff": { + "_monsterFluff": { + "name": "Necropolitan Mage", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iDdjriZ.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "A" + ], + "ac": [ + 12 + ], + "hp": { + "average": 49, + "formula": "9d8 + 9" + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 13, + "int": 17, + "wis": 12, + "cha": 11, + "save": { + "con": "+4", + "int": "+6", + "wis": "+4", + "cha": "+3" + }, + "skill": { + "arcana": "+9", + "history": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "any four languages" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The necropolitan is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The necropolitan has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell fire bolt}", + "{@spell mage hand}", + "{@spell prestidigitation}", + "{@spell toll the dead|XGE}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell detect magic}", + "{@spell mage armor}", + "{@spell magic missile}", + "{@spell shield}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell fly}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell blight}", + "{@spell dimension door}" + ] + }, + "5": { + "slots": 1, + "spells": [ + "{@spell cone of cold}" + ] + } + }, + "ability": "int" + } + ], + "trait": [ + { + "name": "Aversion of Radiance", + "entries": [ + "If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + }, + { + "name": "Clarity of Death", + "entries": [ + "The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The necropolitan has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Negative Energy Absorption", + "entries": [ + "Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "The necropolitan has advantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "traitTags": [ + "Damage Absorption", + "Magic Resistance", + "Turn Resistance", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "X" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "C", + "F", + "N", + "O" + ], + "spellcastingTags": [ + "CW" + ], + "miscTags": [ + "MW", + "RW", + "THW" + ] + }, + { + "name": "Bloodmote Cloud", + "source": "LM", + "page": 56, + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep pitch and accompanied by the sickly sweet aroma of blood." + ] + }, + "A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the appearance of a concentrated swarm of undead bloodsuckers is a calamity." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://66.media.tumblr.com/3ecac13841cc5ed8097dcf79886a5f52/tumblr_inline_ohkotg1zdD1rkapbx_400.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": { + "type": "undead", + "swarmSize": "T" + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 10, + "fly": 50 + }, + "str": 3, + "dex": 14, + "con": 15, + "int": 2, + "wis": 8, + "cha": 4, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 9, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "6", + "trait": [ + { + "name": "Stench", + "entries": [ + "Any creature that starts its turn with the bloodmote cloud in its space must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the start of its next turn." + ] + }, + { + "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 mosquito. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Blood Drain", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage plus 5 ({@damage 2d4}) necrotic damage, or 5 ({@damage 2d4}) piercing damage plus 2 ({@damage 1d4}) necrotic damage if the swarm is {@condition bloodied|LM}." + ] + } + ], + "senseTags": [ + "B", + "D" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Swarm of Leeches", + "source": "LM", + "page": 57, + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "You look upon the horrific sight of a swarm of flesh-eating leeches. Moving in unison, each tiny leech has razor sharp teeth that would eat away at your skin if given the chance." + ] + }, + "Possessed with an insatiable hunger, a swarm of leeches constantly seeks a new creature to suck. The presence of a swarm of leeches is typically accompanied by a trail of dead bodies, each shriveled and devoid of any moisture or flesh." + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + 10 + ], + "hp": { + "average": 22, + "formula": "5d8" + }, + "speed": { + "walk": 10, + "climb": 10 + }, + "str": 3, + "dex": 11, + "con": 10, + "int": 1, + "wis": 5, + "cha": 1, + "senses": [ + "blindsight 10 ft." + ], + "passive": 7, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "1/2", + "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 leech. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 2} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm is {@condition bloodied|LM}. The target also takes 5 ({@damage 2d4}) necrotic damage ({@dc 10} Constitution save for half). As an exception to its Swarm trait, the swarm regains a number of hit points equal to half the amount of necrotic damage dealt." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Swarm of Scorpions", + "source": "LM", + "page": 57, + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Each scorpion in the swarm before you possesses a sharp stinger that would most certainly poison you to death given the chance." + ] + }, + "Swarms of scorpions are most often found in desert areas of the supernatural variety, and are often included as guardians alongside a magical tomb that houses mummies and a head mummy lord." + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 24, + "formula": "7d8 - 7" + }, + "speed": { + "walk": 10 + }, + "str": 4, + "dex": 15, + "con": 8, + "int": 1, + "wis": 2, + "cha": 1, + "senses": [ + "blindsight 10 ft." + ], + "passive": 6, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "1/2", + "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 scorpion. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Stings", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm is {@condition bloodied|LM}. The target also takes 4 ({@damage 1d8}) poison damage ({@dc 9} Constitution save for half)." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Swarm of Tomb Motes", + "source": "LM", + "page": 58, + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "At a glance, the entity before you appears to be a shifting pile of dirt, bone, and rock. A closer inspection reveals that it is in fact a swarm of tiny, vaguely humanoid creatures that chitter in unison." + ] + }, + "While a single {@creature tomb mote|LM} doesn't pose much of a threat, an entire swarm of these mischievous undead can be enough to take down novice adventurers that aren't prepared to deal with their skittish behavior." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0IRKErD.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": { + "type": "undead", + "swarmSize": "T" + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 27, + "formula": "5d8 + 5" + }, + "speed": { + "walk": 40 + }, + "str": 10, + "dex": 16, + "con": 13, + "int": 8, + "wis": 12, + "cha": 6, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "2", + "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 tomb mote. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm is {@condition bloodied|LM}. If the target is a creature, it must make a {@dc 11} Constitution saving throw. On a failed save, the target is {@condition poisoned} until the end of the swarm's next turn. On a successful save, the target is immune to being {@condition poisoned} by any tomb mote for 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Nimble Escape", + "entries": [ + "The swarm takes the Disengage or Hide action." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Swarm of Worms", + "source": "LM", + "page": 58, + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "A large wriggling mass of worms emerges from beneath the dirt, crawling up your leg and into your shoes and pants." + ] + }, + "Lurking beneath the dirt or on the walls, a swarm of worms can induce fear in the hearts of even the noblest of adventurers, especially when there are enough of them to overwhelm a victim's vision while eating away at its skin and flesh." + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 31, + "formula": "7d8" + }, + "speed": { + "walk": 10, + "burrow": 10, + "climb": 10 + }, + "str": 2, + "dex": 15, + "con": 10, + "int": 1, + "wis": 2, + "cha": 1, + "senses": [ + "blindsight 10 ft.", + "gassive perception 6" + ], + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "1", + "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 worm. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm is {@condition bloodied|LM}." + ] + }, + { + "name": "Plague of Worms", + "entries": [ + "Each creature in the swarm's space must succeed on a {@dc 12} Dexterity saving throw or take 5 ({@damage 2d4}) bludgeoning damage and be {@condition blinded} by the swarm until the end of the swarm's next turn." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ] + }, + { + "name": "Scorpion-Shifter Mummy", + "source": "LM", + "page": 59, + "group": [ + "Swarm-Shifter" + ], + "fluff": { + "_monsterFluff": { + "name": "Scorpion-Shifter Mummy", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://adrenalinarpg.files.wordpress.com/2009/09/swarm-shifter.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": { + "type": "undead", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 11, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": { + "number": 20, + "condition": "(mummy form) or 10 ft. (swarm form)" + } + }, + "str": 16, + "dex": 8, + "con": 15, + "int": 6, + "wis": 10, + "cha": 12, + "save": { + "wis": "+2" + }, + "senses": [ + "darkvision 60 ft.; blindsight 10 ft. (swarm form only)" + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + }, + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "preNote": "magical", + "note": "(swarm form only)" + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "grappled", + "petrified", + "prone", + "restrained", + "stunned (swarm form only)" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "3", + "trait": [ + { + "name": "Mummy Rot", + "entries": [ + "When the mummy hits a creature with a melee attack, the attack deals an additional 10 ({@damage 3d6}) necrotic damage, and the target must succeed on a {@dc 12} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or similar magic." + ] + }, + { + "name": "Shapechanger", + "entries": [ + "The mummy can use its bonus action to polymorph into a swarm of undead scorpions. The mummy can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The mummy reverts to its true form if it dies or falls {@condition unconscious}. The mummy can revert to its true form using a bonus action on its turn.", + "While in its new form, the mummy retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks (such actions and traits are included in this stat block).", + "The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks." + ] + }, + { + "name": "Swarm (Swarm Form Only)", + "entries": [ + "The mummy can occupy another creature's space and vice versa, and the mummy can move through any opening large enough for a Tiny scorpion. The mummy can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mummy uses its Dreadful Glare and makes one melee attack." + ] + }, + { + "name": "Rotting Fist (Mummy Form Only)", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Bites (Swarm Form Only)", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the mummy's space. {@h}8 ({@damage 2d4 + 3}) piercing damage, or 5 ({@damage 1d4 + 3}) piercing damage if the mummy is {@condition bloodied|LM}. The target also takes 4 ({@damage 1d8}) poison damage ({@dc 12} Constitution save for half)." + ] + }, + { + "name": "Dreadful Glare", + "entries": [ + "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." + ] + } + ], + "traitTags": [ + "Shapechanger" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "I", + "N", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened", + "paralyzed" + ] + }, + { + "name": "Umbral Displacer Beast", + "source": "LM", + "page": 61, + "group": [ + "Umbral Creature" + ], + "fluff": { + "_monsterFluff": { + "name": "Umbral Displacer Beast", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9ZFkOrz.png" + } + } + ] + }, + "variant": [ + { + "type": "inset", + "name": "Strength Drain", + "entries": [ + "If you find the Strength Drain feature to be too overbearing, consider using the alternative feature below.", + { + "type": "entries", + "entries": [ + { + "name": "Enfeebling Touch", + "type": "entries", + "entries": [ + "When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength." + ] + } + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 50 + }, + "str": 9, + "dex": 18, + "con": 16, + "int": 6, + "wis": 12, + "cha": 8, + "skill": { + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "cr": "5", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The umbral displacer beast can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Avoidance", + "entries": [ + "If the umbral displacer beast is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "Displacement", + "entries": [ + "The umbral displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the umbral displacer beast is {@condition incapacitated} or has a speed of 0." + ] + }, + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the umbral displacer beast can take the Hide action as a bonus action. Its stealth bonus is also improved to +10." + ] + }, + { + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the umbral displacer beast has disadvantage on attack rolls, ability checks, and saving throws." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The umbral displacer beast makes two attacks with its tentacles." + ] + }, + { + "name": "Withering Tentacle", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse {@dice 1d4} hours later." + ] + } + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "N" + ], + "miscTags": [ + "MW", + "RCH" + ] + }, + { + "name": "Uther Kyush", + "shortName": "Kyush", + "isNpc": true, + "isNamedCreature": true, + "source": "LM", + "page": 64, + "fluff": { + "entries": [ + "After Master Xilian, the most respected member of the {@cult Academy Necromica|LM|Academy} is Uther Kyush, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two {@creature spies|mm|spy} and five {@creature thug|mm|thugs} that are led by one {@creature veteran}. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human {@creature necromancer|VGM}." + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "high elf" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|phb}" + ] + } + ], + "hp": { + "formula": "12d8 + 24", + "average": 78 + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 16, + "con": 15, + "int": 14, + "wis": 15, + "cha": 12, + "save": { + "dex": "+7", + "int": "+6" + }, + "skill": { + "acrobatics": "+7", + "deception": "+5", + "sleight of hand": "+11", + "stealth": "+11" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "necrotic", + "poison" + ], + "languages": [ + "Common", + "Elvish", + "Thieves' Cant" + ], + "cr": "10", + "trait": [ + { + "name": "Assassinate", + "entries": [ + "During his first turn, Kyush has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kyush scores against a surprised creature is a critical hit." + ] + }, + { + "name": "Evasion", + "entries": [ + "If Kyush is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "Kyush deals an extra 14 ({@damage 4d6}) necrotic damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kyush that isn't {@condition incapacitated} and Kyush doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Fey Ancestry", + "entries": [ + "Kyush has advantage on saving throws against being {@condition charmed}, and magic can't put Kyush to sleep." + ] + }, + { + "name": "Potent Necromancy", + "entries": [ + "Whenever Kyush deals necrotic damage, he can reroll the damage dice and use either total." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Kyush makes two shortsword attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target takes 24 ({@damage 7d6}) poison damage (DC 16 Constitution save for half)." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target takes 24 ({@damage 7d6}) poison damage (DC 16 Constitution save for half). If the saving throw fails by 5 or more, the target is also {@condition poisoned} until the end of its next turn. It also falls {@condition prone} and can't stand up while {@condition poisoned} in this way." + ] + }, + { + "name": "Mage Hand Legerdomain (Cantrip)", + "entries": [ + "Kyush casts the {@spell mage hand} cantrip, or he controls the hand if he already has one summoned. The spectral hand is {@condition invisible}, and in addition to its normal options, he can use it to stow one object into or retrieve one object from a container worn or carried by another creature, or to use {@item thieves' tools|phb} to pick locks and disarm traps at range. He can perform one of these tasks without being noticed by a creature if he succeeds on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check." + ] + } + ], + "bonus": [ + { + "name": "Cunning Action", + "entries": [ + "Kyush takes the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ] + } + ], + "traitTags": [ + "Fey Ancestry", + "Sneak Attack" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "I", + "N", + "P" + ], + "miscTags": [ + "MW", + "RNG", + "RW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Godfrey", + "isNpc": true, + "isNamedCreature": true, + "source": "LM", + "page": 66, + "fluff": { + "entries": [ + "A bitter, nihilistic creature, Godfrey is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the {@cult Blood Scion Heresy|LM}. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey acts as a mobile controller and skirmisher in combat, and finds great pleasure in forcing even the most stoic and righteous heroes to beg for mercy." + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 161, + "formula": "19d8 + 76" + }, + "speed": { + "walk": 40 + }, + "str": 12, + "dex": 18, + "con": 18, + "int": 17, + "wis": 15, + "cha": 18, + "save": { + "dex": "+9", + "wis": "+7", + "cha": "+9" + }, + "skill": { + "perception": "+7", + "stealth": "+14", + "deception": "+9", + "acrobatics": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "languages": [ + "Abyssal", + "Common", + "Undercommon" + ], + "cr": "15", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Godfrey fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Godfrey regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Godfrey takes radiant damage, this trait doesn't function at the start of his next turn." + ] + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "Godfrey takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Lurker in Shadow", + "entries": [ + "While in darkness, Godfrey is {@condition invisible} to any creature that relies on darkvision to see him in that darkness." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "Godfrey can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Blood Form", + "entries": [ + "Godfrey can move through a space as narrow as 1 inch wide without squeezing. He can also spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Godfrey makes three attacks, only one of which can be a bite attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d6 + 4}) slashing damage, and Godfrey {@condition grappled|phb|grapples} the target (escape {@dc 18}) if it is a creature and he has a hand free." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Godfrey, {@condition incapacitated}, or {@condition restrained}. {@h}22 ({@damage 4d8 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target suffers {@condition health drain|LM} equal to the necrotic damage taken, and Godfrey regains hit points equal to that amount. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Godfrey's control." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "Godfrey takes the {@action Hide} action while in dim light or darkness." + ] + }, + { + "name": "Blood Storm {@recharge 5}", + "entries": [ + "Godfrey unleashes a storm of blood in an aura around him out to a radius of 20 feet. The storm lasts until the end of his next turn and lightly obscures the area. Until the end of Godfrey's next turn, he and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws." + ] + } + ], + "reaction": [ + { + "name": "Blood Call", + "entries": [ + "When a creature within 20 feet of Godfrey takes necrotic damage, Godfrey regains 20 hit points. Any excess healing is gained as temporary hit points." + ] + }, + { + "name": "Redirect Attack", + "entries": [ + "When a creature Godfrey can see targets him with an attack, Godfrey chooses an ally within 5 feet of him. The two creatures swap places, and the chosen ally becomes the target instead." + ] + } + ], + "legendaryHeader": [ + "Godfrey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Godfrey regains spent legendary actions at the start of his turn.", + "Whenever Godfrey takes a legendary action, he can also move up to half his speed without provoking opportunity attacks." + ], + "legendary": [ + { + "name": "Claw", + "entries": [ + "Godfrey makes one claw attack." + ] + }, + { + "name": "Control Blood", + "entries": [ + "Godfrey manipulates the blood of one creature he can see within 30 feet of him in order to control its movement. If it has blood, the target must make on a {@dc 17} Constitution saving throw. On a failed save, the target must use its reaction to move up to half its speed in a manner of Godfrey's choice." + ] + }, + { + "name": "Create Darkness", + "entries": [ + "Godfrey creates a 10-foot cube of magical darkness centered on a point he can see within 60 feet of him. The darkness disappears at the end of Godfrey's next turn." + ] + } + ], + "legendaryGroup": { + "name": "Vampire", + "source": "MM" + }, + "traitTags": [ + "Legendary Resistances", + "Regeneration", + "Spider Climb", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "U" + ], + "damageTags": [ + "N", + "P", + "R", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ] + }, + { + "name": "Cyranthus", + "isNpc": true, + "isNamedCreature": true, + "source": "LM", + "page": 68, + "fluff": { + "entries": [ + "Cyranthus is a cell leader of the {@cult Eyes of Vecna|LM} working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes {@creature thug|mm|thugs}, {@creature spy|mm|spies}, {@creature bard|vgm|bards}, a {@creature gladiator}, and a few {@creature guard|mm|guards}, as well as a pair of {@creature zombie} bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing." + ] + }, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "half-elf" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|phb}" + ] + } + ], + "hp": { + "average": 40, + "formula": "9d8" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 16, + "con": 11, + "int": 12, + "wis": 17, + "cha": 14, + "save": { + "int": "+4", + "wis": "+6", + "cha": "+5" + }, + "skill": { + "history": "+7", + "arcana": "+4", + "religion": "+7", + "investigation": "+4", + "stealth": "+6", + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "languages": [ + "Common", + "Elvish", + "Primordial", + "Thieves' Cant" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Cyranthus is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks. Cyranthus has the following cleric spells prepared:" + ], + "will": [ + "{@spell detect magic}", + "{@spell inflict wounds}", + "{@spell invisibility}" + ], + "daily": { + "2e": [ + "{@spell bestow curse}", + "{@spell command}", + "{@spell suggestion}" + ], + "1e": [ + "{@spell animate dead}", + "{@spell clairvoyance}", + "{@spell detect thoughts}" + ] + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Fey Ancestry", + "entries": [ + "Cyranthus has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep." + ] + }, + { + "name": "Veil of Secrecy", + "entries": [ + "Cyranthus can't be targeted by any divination magic or perceived through magical scrying sensors." + ] + } + ], + "action": [ + { + "name": "Withering Curse (Cantrip)", + "entries": [ + "Cyranthus forces one creature he can see within 60 feet of him to make a {@dc 14} Charisma saving throw. On a failed save, the target takes 12 ({@damage 2d8 + 3}) necrotic damage and can't regain hit points until the start of Cyranthus's next turn." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw} {@hit 6} to hi, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + } + ], + "bonus": [ + { + "name": "Cunning Action", + "entries": [ + "Cyranthus takes the {@action Dash}, {@action Disengage}, or {@action Hide} action. " + ] + } + ], + "traitTags": [ + "Fey Ancestry" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "E", + "P" + ], + "damageTags": [ + "I", + "N", + "P" + ], + "spellcastingTags": [ + "CC" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Tarek Duskwood", + "shortName": "Tarek", + "isNpc": true, + "isNamedCreature": true, + "source": "LM", + "page": 69, + "fluff": { + "entries": [ + "Tarek Duskwood is one of D'Milluhr's most competent and loyal minions within the {@cult Lurkers in Shadow|LM}. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful." + ] + }, + "hasFluff": true, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "ghostwise halfling" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|phb}" + ] + } + ], + "hp": { + "formula": "19d6 + 38", + "average": 104 + }, + "speed": { + "walk": 25 + }, + "str": 14, + "dex": 20, + "con": 14, + "int": 10, + "wis": 10, + "cha": 10, + "save": { + "dex": "+8", + "int": "+3", + "str": "+5" + }, + "skill": { + "stealth": "+11", + "deception": "+6", + "insight": "+3", + "investigation": "+3", + "athletics": "+5" + }, + "passive": 10, + "languages": [ + "understands Common and Halfling but doesn't speak", + "telepathy 30 ft." + ], + "cr": "8", + "trait": [ + { + "name": "Deadly Critical", + "entries": [ + "Tarek scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice." + ] + }, + { + "name": "Slaughter (1/Turn)", + "entries": [ + "If Tarek makes a weapon attack with advantage on the attack roll and hits a creature with it, the target takes an additional 7 ({@damage 2d6}) damage. If the target is {@condition frightened}, {@condition incapacitated}, or surprised, the attack also becomes a critical hit." + ] + }, + { + "name": "Ambusher", + "entries": [ + "Tarek has advantage on attack rolls against any creature they have surprised." + ] + }, + { + "name": "Unwavering Seeker", + "entries": [ + "Tarek can't be compelled to act in a manner that would interfere with their goals." + ] + }, + { + "name": "Deathly Insight", + "entries": [ + "When Tarek kills a creature or scores a critical hit against it, they magically learn one fact or secret about the target." + ] + }, + { + "name": "Indomitable (3/Day)", + "entries": [ + "Tarek rerolls a failed saving throw. They must use the new roll." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Tarek makes two melee attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target takes 14 ({@damage 4d6}) poison damage (DC 15 Constitution save for half)." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage, and the target takes 14 ({@damage 4d6}) poison damage (DC 15 Constitution save for half)." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "Tarek takes the {@action Hide} action while in dim light or darkness." + ] + }, + { + "name": "Cloak of Shadows {@recharge 6}", + "entries": [ + "Tarek becomes {@condition invisible} until the start of their next turn. This invisibility ends early if they make an attack or damage roll." + ] + } + ], + "traitTags": [ + "Ambusher" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "H", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RNG", + "RW" + ], + "conditionInflict": [ + "frightened", + "incapacitated" + ] + }, + { + "name": "Tival", + "isNpc": true, + "isNamedCreature": true, + "source": "LM", + "page": 71, + "fluff": { + "entries": [ + { + "type": "entries", + "entries": [ + "Tival was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the {@cult Minions of the Skull|LM} for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.", + { + "type": "entries", + "entries": [ + { + "name": "Half-Dead Nature", + "type": "entries", + "entries": [ + "Tival doesn't require air, food, drink, or sleep." + ] + } + ] + } + ] + } + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "half-orc" + ] + }, + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|phb}" + ] + } + ], + "hp": { + "formula": "9d8 + 18", + "average": 58 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 15, + "int": 12, + "wis": 17, + "cha": 10, + "save": { + "wis": "+5", + "dex": "+4" + }, + "skill": { + "nature": "+3", + "survival": "+5", + "athletics": "+5", + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "languages": [ + "Common", + "Orc" + ], + "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Tival is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}). Tival knows the following ranger spells:" + ], + "will": [ + "{@spell alarm}", + "{@spell ensnaring strike}" + ], + "daily": { + "2e": [ + "{@spell fog cloud}", + "{@spell lesser restoration}" + ], + "1e": [ + "{@spell fear}", + "{@spell pass without trace}" + ] + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Rejuvenation", + "entries": [ + "Tival's body and her equipment turn to dust when she drops to 0 hit points. If her master isn't destroyed, Tival gains a new body after {@dice 1d10} days, regaining all of her hit points and equipment and becoming active again. The new body appears within 1 mile of Tival's master." + ] + }, + { + "name": "Decayed Flesh", + "entries": [ + "A creature that touches Tival or hits her with a melee attack while within 5 feet of her takes 5 ({@damage 1d10}) necrotic damage." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces Tival to 0 hit points, she 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, Tival drops to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Tival makes two longsword attacks. If she has a shortsword drawn, she can also make a shortsword attack." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Heavy Crossbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Lightfooted", + "entries": [ + "Tival takes the {@action Dash} or {@action Disengage} action." + ] + } + ], + "traitTags": [ + "Rejuvenation", + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "O" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "spellcastingTags": [ + "CR" + ], + "miscTags": [ + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Marys", + "isNpc": true, + "isNamedCreature": true, + "source": "LM", + "page": 72, + "fluff": { + "entries": [ + "Marys is a new member of the {@cult Ruby Order|LM}, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic \"binges\", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters." + ] + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "Divine Protection" + ] + } + ], + "hp": { + "formula": "10d8 + 20", + "average": 65 + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 12, + "con": 14, + "int": 13, + "wis": 18, + "cha": 14, + "save": { + "wis": "+7", + "cha": "+5" + }, + "skill": { + "religion": "+4", + "deception": "+5", + "history": "+4", + "persuasion": "+5" + }, + "passive": 14, + "languages": [ + "Common" + ], + "cr": "5", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Marys is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Marys has the following cleric spells prepared:" + ], + "will": [ + "{@spell bane}", + "{@spell chill touch}", + "{@spell inflict wounds}" + ], + "daily": { + "3e": [ + "{@spell blindness/deafness}", + "{@spell darkness}", + "{@spell spiritual weapon}" + ], + "2e": [ + "{@spell bestow curse}", + "{@spell cloudkill}", + "{@spell contagion}" + ], + "1e": [ + "{@spell augury}", + "{@spell ghoul gauntlet|LM} (see \"Actions\" below)" + ] + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Divine Protection", + "entries": [ + "While Marys is wearing no armor and wielding no shield, her AC includes her Wisdom modifier." + ] + } + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Ghoul Gauntlet (5th-Level Spell; 1/Day)", + "entries": [ + "{@atk ms} {@hit 7} to hit, reach 5 ft., one humanoid. {@h} The target is {@condition poisoned} for 1 minute as it begins to transform into a ravening, flesh-eating ghoul. At the end of each of the {@condition poisoned} target's turns, it must make a {@dc 15} Constitution saving throw. On a failed save, the target takes 14 ({@damage 4d6}) necrotic damage. If the target succeeds on three of these saves, it is no longer {@condition poisoned}, and the spell ends. The spell can also be ended early by the {@spell greater restoration}, {@spell heal}, and {@spell remove curse} spells.", + "If the target is reduced to 0 hit points while {@condition poisoned} by this spell, it dies and rises at the start of Marys's next turn as a {@creature ghoul} that is under her command, following her verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours." + ] + } + ], + "reaction": [ + { + "name": "Rebuke the Unlawful", + "entries": [ + "When a creature within 30 feet of Marys that she can see hits her with an attack, that creature must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes necrotic damage equal to the damage dealt by its attack. On a successful save, it takes half that damage." + ] + } + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "P" + ], + "spellcastingTags": [ + "CC" + ], + "miscTags": [ + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "poisoned" + ] + }, + { + "name": "Dregoth (Kaisharga Form)", + "shortName": "Dregoth", + "type": "undead", + "source": "LM", + "page": 75, + "group": [ + "Dregoth" + ], + "fluff": { + "_monsterFluff": { + "name": "Dregoth", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/7VmZRI0.png" + } + } + ] + }, + "hasFluff": true, + "legendaryGroup": { + "name": "Dregoth", + "source": "LM" + }, + "size": [ + "M" + ], + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "26d8 + 182", + "average": 299 + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 18, + "dex": 20, + "con": 25, + "int": 27, + "wis": 22, + "cha": 26, + "passive": 16, + "cr": "26", + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "languages": [ + "all", + "telepathy 30 ft." + ], + "languageTags": [ + "XX", + "TP" + ], + "save": { + "con": "+15", + "wis": "+14", + "cha": "+16" + }, + "skill": { + "arcana": "+24", + "history": "+24", + "medicine": "+14", + "religion": "+24" + }, + "isNamedCreature": true, + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "resist": [ + "cold", + "fire", + "lightning", + "necrotic" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Dregoth is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 24}). Dregoth has the following spells prepared, and can cast them without components:" + ], + "constant": [ + "{@spell eyebite}", + "{@spell nondetection}" + ], + "will": [ + "{@spell command} (5th level)", + "{@spell disguise self}", + "{@spell misty step}" + ], + "daily": { + "3e": [ + "{@spell cone of cold}", + "{@spell counterspell}", + "{@spell dispel magic}" + ], + "2e": [ + "{@spell create undead} (9th level)", + "{@spell dominate person}", + "{@spell scrying}" + ], + "1e": [ + "{@spell feeblemind}", + "{@spell incendiary cloud}", + "{@spell power word kill}" + ] + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "O" + ], + "damageTagsSpell": [ + "C", + "F", + "Y" + ], + "trait": [ + { + "name": "Weakening Aura (5th-Level Spell)", + "entries": [ + "Dregoth creates an aura of negative energy that weakens the life force of nearby creatures. Living creatures of Dregoth's choice within 30 feet of him can't regain hit points and have disadvantage on death saving throws, saving throws against {@condition exhaustion|PHB}, and saving throws against effects that would reduce their hit point maximum." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "Dregoth is immune to any spell or effect that would alter his form." + ] + }, + { + "name": "Turn Immunity", + "entries": [ + "Dregoth is immune to effects that turn undead." + ] + }, + { + "name": "Incomplete Apotheosis (Mythic Trait; 1/Day)", + "entries": [ + "When Dregoth drops to 0 hit points, or if he takes an action to do this early, his body undergoes a horrific transformation into his {@creature Dregoth (Dragon Form)|LM|dragon form} instead of dying or falling {@condition unconscious}. He transforms back to his kaisharga form after 1 hour." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "Dregoth's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Dregoth gains a new body in his kaisharga form after three days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Dregoth's phylactery." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Dregoth has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Dregoth makes three Pain Lash attacks. He can replace one of them with the use of Paralyzing Touch." + ] + }, + { + "name": "Pain Lash", + "entries": [ + "{@atk ms} {@hit +13} to hit, reach 30 ft., one creature. {@h} 14 ({@damage 4d6}) necrotic damage plus 14 ({@damage 4d6}) psychic damage. If the attack roll had advantage or was a critical hit, the target also has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of its next turn." + ] + }, + { + "name": "Paralyzing Touch", + "entries": [ + "{@atk ms} {@hit +13} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 24} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." + ] + }, + { + "name": "Supreme Defiling {@recharge 4}", + "entries": [ + "Dregoth draws the moisture from every living creature in a 30-foot cube centered on a point he chooses within 150 feet of him. Each target takes 54 ({@damage 12d8}) necrotic damage ({@dc 24} Constitution save for half). On a failed save, a creature is also {@condition poisoned} until the end of Dregoth's next turn.", + "Plants and water elementals make this saving throw with disadvantage. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly, and any water in the area is instantly destroyed." + ] + } + ], + "conditionInflict": [ + "paralyzed", + "poisoned", + "prone" + ], + "damageTags": [ + "C", + "N", + "Y" + ], + "miscTags": [ + "RCH", + "AOE" + ], + "actionTags": [ + "Multiattack" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Rejuvenation", + "Turn Immunity" + ], + "bonus": [ + { + "name": "Drain Moisture (5th-Level Spell)", + "entries": [ + "Dregoth chooses a point he can see within 60 feet of him. Each living creature within 10 feet of the point takes 14 ({@damage 4d6}) necrotic damage ({@dc 24} Constitution saving throw for half). On a failed save, Dregoth also gains 5 temporary hit points." + ] + }, + { + "name": "Psychic Cleanse", + "entries": [ + "Dregoth uses psionics to end one condition on himself, even if he is {@condition incapacitated}." + ] + } + ], + "legendaryHeader": [ + "Dregoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dregoth regains spent legendary actions at the start of his turn." + ], + "legendary": [ + { + "name": "Telekinetic Movement", + "entries": [ + "Dregoth uses psionics to telekinetically move himself or one creature of his choice within 30 feet of him up to 30 feet in a straight line horizontally. An unwilling target can resist this with a successful {@dc 24} Strength saving throw." + ] + }, + { + "name": "Defiling Gaze", + "entries": [ + "One living creature Dregoth can see within 90 feet of him takes 30 ({@damage 4d10 + 8}) necrotic damage ({@dc 24} Charisma save for half). On a failed save, the target's speed is halved, and if the save fails by 5 or more, the target also falls {@condition prone} and can't stand up until the end of Dregoth's next turn." + ] + }, + { + "name": "Attack", + "entries": [ + "Dregoth makes one melee attack." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Dregoth casts a spell or uses an action from {@spell eyebite}." + ] + } + ], + "reaction": [ + { + "name": "Telekinetic Backlash", + "entries": [ + "In response to taking damage from a melee attack, Dregoth can push the attacker up to 30 feet away from him ({@dc 24} Strength save for half distance)." + ] + }, + { + "name": "Feed on Death", + "entries": [ + "When a creature within 60 feet of Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit points." + ] + } + ] + }, + { + "name": "Dregoth (Dragon Form)", + "shortName": "Dregoth", + "source": "LM", + "page": 76, + "group": [ + "Dregoth" + ], + "fluff": { + "_monsterFluff": { + "name": "Dregoth", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FsBe8g1.png" + } + } + ] + }, + "hasFluff": true, + "legendaryGroup": { + "name": "Dregoth", + "source": "LM" + }, + "size": [ + "G" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "28d20 + 252", + "average": 546 + }, + "speed": { + "walk": 40, + "fly": 60, + "climb": 40 + }, + "str": 30, + "dex": 20, + "con": 28, + "int": 27, + "wis": 22, + "cha": 26, + "save": { + "dex": "+13", + "con": "+17", + "wis": "+14", + "cha": "+16", + "int": "+16", + "str": "+18" + }, + "skill": { + "perception": "+14", + "intimidation": "+24", + "arcana": "+24", + "history": "+24", + "medicine": "+14", + "religion": "+24", + "athletics": "+18" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "28", + "trait": [ + { + "name": "Draconic Might", + "entries": [ + "Dregoth's weapon attacks are magical and deal double damage to objects and structures. When he hits a target with a melee attack, if the attack roll meets or exceeds the target's passive Strength ({@skill Athletics}) score, Dregoth can push it up to 10 feet away." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Dregoth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "Dregoth is immune to any spell or effect that would alter his form." + ] + }, + { + "name": "Shared Traits", + "entries": [ + "Dregoth has the same Rejuvenation and Spellcasting traits as his {@creature Dregoth (Kaisharga Form)|LM|kaisharga form}." + ] + }, + { + "name": "Mind Defiler", + "entries": [ + "Living creatures of Dregoth's choice within 30 feet of him have disadvantage on Intelligence, Wisdom, and Charisma saving throws. Undead allies of his choice in the area gain advantage instead." + ] + }, + { + "name": "Turn Immunity", + "entries": [ + "Dregoth is immune to effects that turn undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Dregoth makes three attacks: one with his bite and two with his claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}), {@condition restrained}, and has disadvantage on Constitution saving throws until this grapple ends. Dregoth can have only one creature {@condition grappled} this way at a time." + ] + }, + { + "name": "Defiling Breath {@recharge 5}", + "entries": [ + "Dregoth exhales defiling energy in a 90-foot cone. Each living creature in that area takes 88 ({@damage 16d10}) necrotic damage ({@dc 24} Constitution save for half). On a failed save, a creature is also {@condition poisoned} until the end of Dregoth's next turn.", + "Water elementals, plants, and plant creatures in the area wither and die instantly, and any water in the area is instantly destroyed. Furthermore, any surfaces hit by this defiling breath become {@hazard desecrated ground} for 1 minute. Undead other than Dregoth that stand on this desecrated ground have advantage on all saving throws." + ] + } + ], + "legendary": [ + { + "name": "Nightmare Travel", + "entries": [ + "Dregoth becomes incorporeal and flies up to half his flying speed (without provoking opportunity attacks), allowing him to pass through creature's spaces. Each creature he moves through the space of takes 14 ({@damage 4d6}) force damage, and is knocked {@condition prone} if it is Huge or smaller." + ] + }, + { + "name": "Psychic Crush (Costs 2 Actions)", + "entries": [ + "Dregoth creates a 20-foot cube of psychic energy centered on a point within 60 feet of him. Each creature in that area takes 17 ({@damage 5d6}) psychic damage ({@dc 24} Intelligence save for half). On a failed save, a creature is also {@condition stunned} until the end of Dregoth's next turn." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Dregoth casts a spell or uses an action from {@spell eyebite}." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "XX", + "TP" + ], + "damageTags": [ + "B", + "N", + "O", + "P", + "S", + "Y" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "frightened", + "grappled", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Turn Immunity" + ], + "dragonAge": "greatwyrm", + "damageTagsLegendary": [ + "B", + "L" + ], + "isNamedCreature": true, + "resist": [ + "cold", + "fire", + "lightning", + "necrotic" + ], + "legendaryHeader": [ + "Dregoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dregoth regains spent legendary actions at the start of his turn." + ], + "bonus": [ + { + "name": "Aura of Fear", + "entries": [ + "Each creature of Dregoth's choice that is within 120 feet of him and aware of him must succeed on a {@dc 24} Wisdom saving throw against psionics or become {@condition frightened} for 1 minute (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to Dregoth's Aura of Fear for the next 24 hours." + ] + }, + { + "name": "Psychic Cleanse", + "entries": [ + "Dregoth uses psionics to end one condition on himself, even if he is {@condition incapacitated}." + ] + }, + { + "name": "Telekinetic Slide", + "entries": [ + "Dregoth uses psionics to telekinetically move any number of creatures within 60 feet of him. Each target is moved up to 20 feet in a direction of Dregoth's choice ({@dc 24} Strength save for half distance if unwilling)." + ] + } + ], + "reaction": [ + { + "name": "Tail Riposte", + "entries": [ + "In response to a creature hitting Dregoth with an attack or provoking an opportunity attack from him, Dregoth can make the following tail attack against the creature.", + "{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 27} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Feed on Death", + "entries": [ + "When a creature within 60 feet of Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit points. If the creature dies and isn't undead, it rises as a {@creature zombie} in the same space that acts on the original creature's initiative count." + ] + } + ] + }, + { + "name": "Absalom", + "isNamedCreature": true, + "source": "LM", + "page": 77, + "group": [ + "Dregoth" + ], + "fluff": { + "_monsterFluff": { + "name": "Absalom", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2wF26RC.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": { + "type": "undead", + "tags": [ + "dray" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 195, + "formula": "23d8 + 92" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(Limited Flight)" + } + }, + "str": 15, + "dex": 20, + "con": 18, + "int": 15, + "wis": 17, + "cha": 20, + "save": { + "con": "+10", + "wis": "+9", + "dex": "+11", + "cha": "+11" + }, + "skill": { + "arcana": "+14", + "history": "+8", + "perception": "+9", + "religion": "+14", + "persuasion": "+11", + "deception": "+11" + }, + "passive": 19, + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "all ({@spell tongues})" + ], + "cr": "18", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Absalom's spellcasting ability is Charisma (spell save {@dc 20}). He has the following templar spells prepared:" + ], + "constant": [ + "{@spell find familiar}", + "{@spell tongues}" + ], + "will": [ + "{@spell command} (3rd level)", + "{@spell darkness}", + "{@spell hex}" + ], + "rest": { + "1e": [ + "{@spell animate dead}", + "{@spell circle of power}", + "{@spell disguise self}" + ], + "2e": [ + "{@spell protection from energy}", + "{@spell stinking cloud}", + "{@spell wall of sand|XGE}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Aura of Despair", + "entries": [ + "Absalom emanates an aura of hopelessness and sorrow. Hostile, living creatures within 30 feet of Absalom suffer a -3 penalty on attack rolls and ability checks, provided that he isn't {@condition incapacitated}." + ] + }, + { + "name": "Limited Flight", + "entries": [ + "Absalom has a flying speed equal to his current walking speed. This benefit works only in short bursts; he fall if he ends his turn in the air and nothing else is holding him aloft." + ] + }, + { + "name": "Psionic Resilience", + "entries": [ + "Absalom gains 5 temporary hit points at the start of each of his turns if he has at least 1 hit point and isn't {@condition incapacitated}." + ] + }, + { + "name": "Immortal Will", + "entries": [ + "If damage reduces Absalom to 0 hit points, he must make a Charisma saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Absalom drops to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Absalom makes two attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Grave Bolt (Cantrip)", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}22 ({@damage 4d10}) necrotic damage, or 26 ({@damage 4d12}) necrotic damage if the target is a plant or plant creature." + ] + }, + { + "name": "Unmaking Breath {@recharge 5}", + "entries": [ + "Absalom exhales destructive psionic energy in a 60-foot cone. Each living creature in the area takes 27 ({@damage 5d10}) necrotic damage plus 27 ({@damage 5d10}) psychic damage ({@dc 19} Charisma save for half). If the save fails by 5 or more, a creature also suffers disadvantage on Strength, Dexterity, and Constitution saves until the end of his next turn." + ] + } + ], + "legendary": [ + { + "name": "Baleful Teleport", + "entries": [ + "Absalom uses psionics to target one hostile creature he can see within 60 feet of him. The target must make a {@dc 20} Charisma saving throw. On a failed save, Absalom can teleport the target to an unoccupied space that he can see within 15 feet of the target. That space must be on the ground or on a floor." + ] + }, + { + "name": "Attack", + "entries": [ + "Absalom makes an attack with his claw or Grave Bolt." + ] + }, + { + "name": "Spellcasting (Costs 2 Actions)", + "entries": [ + "Absalom casts a spell." + ] + } + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "XX" + ], + "damageTags": [ + "N", + "S", + "Y" + ], + "damageTagsSpell": [ + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "AOE" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "legendaryHeader": [ + "Absalom can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Absalom regains spent legendary actions at the start of his turn." + ], + "bonus": [ + { + "name": "Enfeebling Smite", + "entries": [ + "When Absalom hits a creature with a melee attack on his turn, he can use this ability to deal an additional 13 ({@damage 2d12}) necrotic damage to the target ({@dc 19} Constitution save for half). On a failed save, the target also deals only have damage with weapon attacks until the end of Absalom's next turn." + ] + }, + { + "name": "Psychic Leadership", + "entries": [ + "Absalom uses psionics to aid five allies he can see within 60 feet of him. Until the end of his next turn, the targets can add a {@dice d8} to their attack rolls, ability checks, and saving throws." + ] + }, + { + "name": "Spirit Siphon", + "entries": [ + "Absalom assaults the mind of a creature within 60 feet of him, dealing 11 ({@damage 2d10}) psychic damage to it ({@dc 20} Charisma save for half). On a failed save, the target's speed is also halved until the end of Absalom's next turn. Absalom or one ally of his choice within 60 feet of him gains temporary hit points equal to the damage dealt." + ] + } + ], + "bonusHeader": [ + "Absalom can't use the same bonus action two rounds in a row." + ], + "immune": [ + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "resist": [ + "necrotic", + "poison", + "psychic" + ] + }, + { + "name": "Kas", + "isNamedCreature": true, + "source": "LM", + "page": 80, + "group": [ + "Kas" + ], + "fluff": { + "_monsterFluff": { + "name": "Kas", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/exLJQpK.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "{@item plate armor|phb|plate}, {@item shield|PHB}" + ] + } + ], + "hp": { + "formula": "26d8 + 156", + "average": 273 + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 22, + "dex": 16, + "con": 22, + "int": 16, + "wis": 17, + "cha": 23, + "save": { + "str": "+13", + "dex": "+10", + "con": "+13", + "wis": "+10" + }, + "skill": { + "athletics": "+20", + "intimidation": "+20", + "insight": "+10", + "perception": "+17" + }, + "senses": [ + "darkvision 300 ft." + ], + "passive": 27, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned", + "unconscious" + ], + "languages": [ + "all" + ], + "cr": "23", + "trait": [ + { + "name": "Martial Superiority (Mythic Trait; Once Per Rest)", + "entries": [ + "If Kas is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points, and for 1 hour, Kas can take 5 legendary actions each round instead of 3, has his speed doubled, and has advantage on ability checks." + ] + }, + { + "name": "Charge", + "entries": [ + "If Kas moves at least 20 feet straight towards a creature and then hits it with a melee attack on the same turn, that target must succeed on a {@dc 18} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}." + ] + }, + { + "name": "Unstoppable", + "entries": [ + "Kas can end one condition on himself at the start of each of his turns." + ] + }, + { + "name": "Deadly Critical", + "entries": [ + "Kas scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "Kas takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Kas regains 20 hit points at the start of his turn if it has at least 1 hit point. If Kas takes radiant damage, this trait doesn't function at the start of his next turn." + ] + }, + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede Kas's darkvision." + ] + }, + { + "name": "Special Equipment", + "entries": [ + "Kas wields an {@i unholy avenger} longsword, a twisted variant of a {@item holy avenger longsword|DMG|holy avenger} that he wields especially well (accounted for in his statistics).", + "While wielding the {@i unholy avenger}, Kas and allies within 30 feet of him have advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Kas makes three melee attacks. Alternatively, he makes one melee attack against each creature and object of his choice within his reach." + ] + }, + { + "name": "Unholy Avenger", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d8 + 9}) magical slashing damage plus 11 ({@damage 2d10}) necrotic damage." + ] + }, + { + "name": "Blood Drain", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Kas, {@condition incapacitated}, or {@condition restrained}. {@h} 15 ({@damage 2d8 + 6}) piercing damage plus 21 ({@damage 6d6}) necrotic damage. The target suffers {@condition health drain|LM} equal to the necrotic damage taken, and Kas regains hit points equal to that amount. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Kas's control." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "Kas moves up to half his speed without provoking opportunity attacks." + ] + }, + { + "name": "Attack (Costs 2 Actions)", + "entries": [ + "Kas makes one melee attack." + ] + }, + { + "name": "Spellcasting (Costs 2 Actions)", + "entries": [ + "Kas casts {@spell charm person}, {@spell command}, {@spell dispel magic}, or {@spell gaseous form} at 3rd level, or at 5th level while his mythic trait is active. His spellcasting ability is Charisma (spell save {@dc 21})." + ] + } + ], + "traitTags": [ + "Charge", + "Devil's Sight", + "Regeneration", + "Spider Climb", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "XX" + ], + "damageTags": [ + "N", + "P", + "R", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "immune": [ + "necrotic", + "poison" + ], + "legendaryGroup": { + "name": "Kas", + "source": "LM" + }, + "legendaryHeader": [ + "Kas can take 3 legendary actions, or 5 legendary actions while his mythic trait is active, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kas regains spent legendary actions at the start of his turn." + ], + "bonus": [ + { + "name": "Brawler", + "entries": [ + "Kas attempts to {@action shove} one creature within his reach, and counts as a Huge creature for the purpose of doing so. He can attempt a {@action grapple} instead if he has a hand free." + ] + }, + { + "name": "Kas's Challenge", + "entries": [ + "When Kas hits a creature with a melee attack on his turn, he can use this ability to mark them for 1 minute, until he is {@condition incapacitated} or dies, or until he uses this ability again. While marked, the target has disadvantage on all attack rolls against targets other than Kas until the end of Kas's next turn." + ] + }, + { + "name": "Terrifying Smite {@recharge 5}", + "entries": [ + "When Kas hits a creature with a melee attack on his turn, he can use this ability to deal an additional 14 ({@damage 4d6}) psychic damage to the target ({@dc 21} Charisma save for half). On a failed save, the target is also {@condition frightened} and has its speed halved until the end of its next turn." + ] + } + ], + "reactionHeader": [ + "Kas can take one reaction on every turn in combat." + ], + "reaction": [ + { + "name": "Brace", + "entries": [ + "When a creature moves into Kas's reach, Kas can make one melee attack against it, or he can use his Brawler ability against it." + ] + }, + { + "name": "Scornful Rebuke", + "entries": [ + "When a creature hits Kas with an attack, that creature takes 6 psychic damage if Kas isn't {@condition incapacitated}." + ] + } + ] + }, + { + "name": "Blackstar Knight", + "source": "LM", + "page": 81, + "group": [ + "Kas" + ], + "fluff": { + "_monsterFluff": { + "name": "Blackstar Knight", + "source": "LM" + } + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 150, + "formula": "20d8 + 60" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 14, + "con": 16, + "int": 12, + "wis": 14, + "cha": 13, + "save": { + "wis": "+6", + "con": "+7" + }, + "skill": { + "perception": "+6", + "athletics": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 16, + "languages": [ + "Common", + "Primordial" + ], + "cr": "11", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The knight is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Soldier's Duty", + "entries": [ + "When the knight dies, one construct or undead ally of its choice within 30 feet of it gains 25 temporary hit points." + ] + }, + { + "name": "Formation Tactics", + "entries": [ + "The knight has advantage on ability checks and saving throws against being shoved, {@condition grappled}, or {@condition restrained} while it is within 5 feet of at least one ally." + ] + }, + { + "name": "Radiant Susceptibility", + "entries": [ + "When the knight takes radiant damage, its speed is reduced by 10 feet and it can't take reactions until the end of its next turn." + ] + }, + { + "name": "Martial Advantage (1/Turn)", + "entries": [ + "The knight can deal an extra 21 ({@dice 6d6}) necrotic damage to a creature it hits with a weapon attack, if that creature is within 5 feet of an ally of the knight that isn't {@condition incapacitated}, or if it is marked by the knight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The knight makes two melee attacks." + ] + }, + { + "name": "Deathsword", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}27 ({@damage 7d6 + 5}) necrotic damage." + ] + } + ], + "traitTags": [ + "Immutable Form" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C", + "P" + ], + "damageTags": [ + "N" + ], + "miscTags": [ + "MW" + ], + "shortName": "knight", + "bonus": [ + { + "name": "Death Mark", + "entries": [ + "The knight marks one creature it can see within 30 feet of it for 1 minute, until the knight is {@condition incapacitated} or dies, or until the knight uses this bonus action again. While marked, the knight adds a {@dice d4} to its attack rolls against the target, and the target subtracts a {@dice d4} from attack rolls made against creatures other than the knight. Furthermore, the marked target has disadvantage on Dexterity ({@skill Stealth}) checks made to hide from the knight." + ] + }, + { + "name": "No Escape", + "entries": [ + "The knight teleports up to 60 feet to an unoccupied space it can see within 5 feet of a target it has marked. To teleport in this way, it must be able to see the marked target." + ] + } + ], + "immune": [ + "necrotic", + "poison", + "psychic" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine" + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The knight adds 4 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon." + ] + }, + { + "name": "Brace", + "entries": [ + "The knight can make one melee weapon attack against a creature that enters its reach." + ] + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ] + }, + { + "name": "Osterneth", + "isNamedCreature": true, + "source": "LM", + "page": 82, + "group": [ + "Osterneth", + "Vecna" + ], + "fluff": { + "_monsterFluff": { + "name": "Osterneth", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RqLGGQH.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "legendaryGroup": { + "name": "Osterneth", + "source": "LM" + }, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 199, + "formula": "21d8 + 105" + }, + "speed": { + "walk": 30, + "fly": 0 + }, + "str": 14, + "dex": 18, + "con": 20, + "int": 27, + "wis": 21, + "cha": 24, + "save": { + "con": "+12", + "int": "+15", + "wis": "+12" + }, + "skill": { + "arcana": "+22", + "history": "+22", + "insight": "+12", + "perception": "+12", + "religion": "+15", + "deception": "+21", + "persuasion": "+14" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "resist": [ + "cold", + "lightning", + "psychic" + ], + "immune": [ + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Elvish", + "Infernal", + "Primordial", + "telepathy 60 ft." + ], + "cr": "23", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Osterneth is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 23}). Osterneth has the following spells prepared, and she can cast them without components:" + ], + "footerEntries": [ + "*Osterneth uses False Aura to appear as though no magic is affecting her or being used by her." + ], + "constant": [ + "{@spell glibness}", + "{@spell mind blank}", + "{@spell Nystul's magic aura}*" + ], + "daily": { + "1e": [ + "{@spell finger of death}", + "{@spell modify memory}", + "{@spell power word kill}" + ], + "3e": [ + "{@spell dominate person}", + "{@spell fireball}", + "{@spell scrying}" + ], + "2e": [ + "{@spell disintegrate}", + "{@spell eyebite}", + "{@spell mislead}" + ] + }, + "will": [ + "{@spell charm person}", + "{@spell seeming}", + "{@spell suggestion}" + ], + "ability": "int", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Osterneth fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Osterneth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "Osterneth's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after {@dice 1d10} days, regaining all her hit points and becoming active again. Her new body appears within 5 feet of her phylactery and is {@condition invisible} for 1 hour." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Osterneth has advantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Heart of Vecna (Mythic Trait; Once Per Rest)", + "entries": [ + "If Osterneth is reduced to 0 hit points, she doesn't die or fall {@condition unconscious}. Instead, the {@i heart of Vecna} resets her to maximum hit points, but causes any disguise from the {@spell seeming} spell to end on herself. Furthermore, magical darkness fills a 60-foot-radius sphere centered on Osterneth, remaining until the end of her next turn. Each living creature in the area when this darkness first appears takes 36 ({@damage 8d8}) psychic damage ({@dc 23} Intelligence save for half)." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Osterneth starts combat with four filled soul gems (see Trap the Soul). Constantly exploiting the souls in them, Osterneth regains 5 hit points per soul at the start of her turn if she has at least 1 hit point. If Osterneth takes radiant damage, this trait doesn't function at the start of her next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Osterneth makes two Shadow Ray attacks against different targets." + ] + }, + { + "name": "Shadow Ray", + "entries": [ + "{@atk rs} {@hit 15} to hit, range 120 ft., one creature. {@h}35 ({@damage 6d8 + 8}) necrotic damage, and the target can't regain hit points until the start of Osterneth's next turn." + ] + }, + { + "name": "Paralyzing Touch", + "entries": [ + "{@atk ms} {@hit 15} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." + ] + }, + { + "name": "Void Lightning {@recharge 5}", + "entries": [ + "Osterneth unleashes void lightning in a 60-foot cone. Each living creature in the area takes 24 ({@damage 7d6}) lightning damage plus 24 ({@damage 7d6}) necrotic damage ({@dc 20} Constitution save for half). On a failed save, a creature also has its speed halved and can't take reactions for 1 minute (save ends)." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Regeneration", + "Rejuvenation", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "languageTags": [ + "AB", + "CE", + "C", + "E", + "I", + "P", + "TP" + ], + "damageTags": [ + "C", + "L", + "N", + "Y" + ], + "damageTagsSpell": [ + "N", + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "AOE" + ], + "conditionInflict": [ + "paralyzed", + "poisoned" + ], + "conditionInflictSpell": [ + "blinded", + "paralyzed", + "petrified", + "restrained", + "unconscious" + ], + "reaction": [ + { + "name": "Redirect Attack", + "entries": [ + "When a creature Osterneth can see targets her with an attack, Osterneth chooses an ally within 5 feet of her. The two swap places, and the chosen ally becomes the target instead." + ] + }, + { + "name": "Trap the Soul", + "entries": [ + "Osterneth captures the soul of a humanoid killed within 60 feet of her and imprisons it in a soul gem. This is identical to the {@spell soul cage|XGE} spell, but the spell lasts indefinitely, and she can't use its Steal Life option (see Regeneration instead). Furthermore, Osterneth can exploit a soul using the spell any number of times without the soul ever being released. If a gem is crushed, the soul is released to the Shadowfell." + ] + } + ], + "legendary": [ + { + "name": "Transposition", + "entries": [ + "Osterneth chooses an ally she can see within 45 feet of her. Her and that ally magically teleport and swap places." + ] + }, + { + "name": "Luring Glare", + "entries": [ + "Osterneth targets one creature she can see within 60 feet of her. The target must make a {@dc 23} Wisdom saving throw. On a failed save, the target takes 14 ({@damage 4d6}) necrotic damage, and Osterneth chooses the target's movement on its next turn. A creature is immune to this ability if it is immune to being {@condition charmed}." + ] + }, + { + "name": "Attack", + "entries": [ + "Osterneth uses Paralyzing Touch or Shadow Ray." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Osterneth casts a spell, or she uses one of the actions from an {@spell eyebite} spell she is concentrating on." + ] + } + ], + "mythic": [ + { + "name": "Vanishing Act", + "entries": [ + "Osterneth becomes {@condition invisible}, teleports up to 45 feet to an unoccupied space she can see, and takes the {@action Hide} action. The invisibility end at the start of Osterneth's next turn, if she takes damage, or if she uses any of her abilities." + ] + }, + { + "name": "Withering Shadows", + "entries": [ + "Osterneth makes a Shadow Ray attack. On a hit, the target is also {@condition poisoned} for 1 minute. The target can make a {@dc 23} Constitution saving throw at the end of each of its turns, taking 14 ({@damage 4d6}) necrotic damage on a failed save, and ending the effect on a successful one." + ] + }, + { + "name": "Disrupt Life (Costs 2 Actions)", + "entries": [ + "Each living creature within 30 feet of Osterneth takes 36 ({@damage 8d6 + 8}) necrotic damage and is pushed up to 30 feet away from her ({@dc 23} Constitution save for half damage and distance)." + ] + }, + { + "name": "Void Lightning (Costs 2 Actions)", + "entries": [ + "Osterneth uses her Void Lightning if it has recharged, and its area is increased to a 120-foot cone." + ] + } + ], + "bonus": [ + { + "name": "Cunning Action", + "entries": [ + "Osterneth takes the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ] + }, + { + "name": "Piercing Sight", + "entries": [ + "Osterneth gains the ability to see through objects that are up to 1 foot thick within 60 feet of her until the start of her next turn." + ] + } + ], + "reactionHeader": [ + "Osterneth can spend one legendary action to take a reaction, even when she has already used her normal reaction." + ], + "mythicHeader": [ + "If Osterneth's Heart of Vecna trait has activated in the last hour, she can use the options below as legendary actions." + ], + "actionTags": [ + "Multiattack" + ], + "legendaryHeader": [ + "Osterneth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Osterneth regains spent legendary actions at the start of her turn." + ] + }, + { + "name": "Ascetic of Vecna", + "shortName": "ascetic", + "source": "LM", + "page": 85, + "group": [ + "Osterneth", + "Vecna" + ], + "fluff": { + "_monsterFluff": { + "name": "Ascetic of Vecna", + "source": "LM" + } + }, + "hasFluff": true, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "Psychic Defense" + ] + } + ], + "hp": { + "formula": "17d8 + 17", + "average": 93 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 12, + "int": 20, + "wis": 19, + "cha": 18, + "save": { + "int": "+10", + "wis": "+9", + "cha": "+9" + }, + "skill": { + "deception": "+9", + "religion": "+10", + "arcana": "+15", + "history": "+15" + }, + "senses": [ + "truesight 30 ft." + ], + "passive": 14, + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "any six languages", + "telepathy 90 ft." + ], + "cr": "13", + "spellcasting": [ + { + "name": "Psionics", + "headerEntries": [ + "The ascetic's spellcasting ability is Intelligence (spell save {@dc 18}). It can cast the following spells using psionics, requiring no components:" + ], + "will": [ + "{@spell find familiar}", + "{@spell telekinesis}" + ], + "daily": { + "1e": [ + "{@spell contact other plane}", + "{@spell legend lore}" + ], + "3e": [ + "{@spell locate creature}", + "{@spell sending}" + ], + "2e": [ + "{@spell clairvoyance}", + "{@spell scrying}" + ] + }, + "constant": [ + "{@spell detect magic}", + "{@spell nondetection}" + ], + "ability": "int", + "type": "spellcasting" + } + ], + "action": [ + { + "name": "Crushing Bludgeon", + "entries": [ + "The ascetic bludgeons a creature within 90 feet of it with telekinetic force. The target takes 32 ({@damage 6d8 + 5}) force damage ({@dc 18} Strength save for half). On a failed save, the target is also knocked {@condition prone} if it is Large or smaller, and it can't stand up until the end of the ascetic's next turn." + ] + }, + { + "name": "Dream Blade", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h} 23 ({@damage 5d6 + 5}) psychic damage. The attack roll is made with advantage if the target is in dim light or darkness." + ] + }, + { + "name": "Creeping Rot {@recharge 5}", + "entries": [ + "The ascetic unleashes negative energy that withers creatures in a 60-foot cone. Each living creature of the ascetic's choice in the area takes 26 ({@damage 4d12}) necrotic damage ({@dc 16} Constitution save for half). On a failed save, a creature is also {@condition poisoned} for 1 minute (save ends; {@damage 2d12} necrotic damage on failed saves)." + ] + } + ], + "bonus": [ + { + "name": "Mind Cannon", + "entries": [ + "The ascetic mentally assaults one creature it can see within 90 feet of it. The target takes 16 ({@damage 2d10 + 5}) psychic damage ({@dc 18} Intelligence save for half)." + ] + }, + { + "name": "Dream Stride (1/Day)", + "entries": [ + "The ascetic projects a portion of its spirit out of its body. This effect is identical to the {@spell project image} spell (save {@dc 18}), but it lasts until dispelled or destroyed (no concentration), and it can be controlled using a bonus action." + ] + } + ], + "senseTags": [ + "U" + ], + "languageTags": [ + "X", + "TP" + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "miscTags": [ + "MW", + "AOE" + ], + "conditionInflict": [ + "poisoned", + "prone" + ], + "spellcastingTags": [ + "P" + ], + "resist": [ + { + "special": "damage from spells" + } + ], + "trait": [ + { + "name": "Psychic Defense", + "entries": [ + "The ascetic adds its Intelligence modifier to its AC (accounted for in its statistics)." + ] + } + ], + "damageTagsSpell": [ + "Y" + ], + "reaction": [ + { + "name": "Psychic Deflection", + "entries": [ + "When the ascetic is hit by an attack or it fails a saving throw, it gains a +2 bonus to its AC against that attack or a +4 bonus to that saving throw." + ] + } + ] + }, + { + "name": "Tenebrous", + "source": "LM", + "page": 86, + "group": [ + "Tenebrous" + ], + "fluff": { + "_monsterFluff": { + "name": "Tenebrous", + "source": "LM" + } + }, + "hasFluff": true, + "legendaryGroup": { + "name": "Tenebrous", + "source": "LM" + }, + "size": [ + "H" + ], + "type": { + "type": "undead", + "tags": [ + "deity", + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 405, + "formula": "30d12 + 210" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 24, + "con": 25, + "int": 20, + "wis": 20, + "cha": 27, + "save": { + "con": "+15", + "wis": "+13", + "cha": "+16" + }, + "skill": { + "arcana": "+13", + "deception": "+16", + "insight": "+13", + "intimidation": "+16" + }, + "senses": [ + "truesight 120 ft.", + "blindsight 500 ft." + ], + "passive": 15, + "resist": [ + "acid", + "cold", + "fire", + "lightning" + ], + "immune": [ + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "26", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "Tenebrous's innate spellcasting ability is Charisma (spell save {@dc 24}). He can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell circle of death}", + "{@spell soul cage|XGE}" + ], + "daily": { + "2e": [ + "{@spell divine word}", + "{@spell power word kill}" + ], + "1e": [ + "{@spell plane shift}", + "{@spell wish}" + ] + }, + "constant": [ + "{@spell eyebite}", + "{@spell nondetection}", + "{@spell telekinesis}" + ], + "ability": "cha", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Aura of Divine Hunger", + "entries": [ + "Tenebrous emits an aura of undeath that feeds on positive energy within 30 feet of him, or 60 feet while either of his mythic traits are active. While in the aura, living creatures can't benefit from resistance to necrotic damage, automatically fail death saving throws, and have their speed halved. Furthermore, if a creature regains hit points while in the aura, Tenebrous regains the hit points instead of them." + ] + }, + { + "name": "God Slayer", + "entries": [ + "Tenebrous deals double damage to gods and celestials, bypassing their resistances and immunities. If Tenebrous reduces a god or celestial to 0 hit points, he kills them instantly." + ] + }, + { + "name": "Unbreakable", + "entries": [ + "If Tenebrous would be {@condition incapacitated} or {@condition stunned}, his speed is halved until the end of his next turn instead." + ] + }, + { + "name": "Divine Will", + "entries": [ + "Tenebrous is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior. " + ] + }, + { + "name": "Master of Undeath (Mythic Trait; Once Per Rest)", + "entries": [ + "If Tenebrous is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points and conjures undead creatures of CR 5 or lower whose combined average hit points don't exceed 400. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Tenebrous and obey his commands until they are destroyed or until they are dismissed after 1 hour." + ] + }, + { + "name": "Dark Speech (Mythic Trait; Once Per Rest)", + "entries": [ + "If Tenebrous is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points, and each creature of Tenebrous's choice within 60 feet of him that can hear him takes 18 ({@damage 4d8}) psychic damage ({@dc 24} Charisma save for half). On a failed save, a creature is also overwhelmed by visions of widespread death and decay across the planes; the creature is {@condition poisoned} until the end of Tenebrous's next turn, and while suffering this condition, it falls {@condition prone} and can't stand up." + ] + }, + { + "name": "Half-Incorporeal", + "entries": [ + "While in dim light or darkness, Tenebrous can move through other creatures and objects as if they were {@quickref difficult terrain||3}. If he ends his turn inside an object, he takes 5 ({@damage 1d10}) force damage and is shunted out into the nearest unoccupied space." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Tenebrous regains 15 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Tenebrous takes radiant damage, this trait doesn't function at the start of the Tenebrous's next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Tenebrous makes three attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage plus 13 ({@damage 2d12}) necrotic damage, and the target is pushed up to 10 feet away from Tenebrous." + ] + }, + { + "name": "Grave Bolt", + "entries": [ + "{@atk rs} {@hit 16} to hit, range 120 ft., one creature. {@h}34 ({@damage 5d10 + 7}) necrotic damage. If the attack roll had advantage, the target suffers {@condition health drain|LM} equal to the necrotic damage taken." + ] + }, + { + "name": "Finger of Doom {@recharge}", + "entries": [ + "Tenebrous points at one creature he can see within 300 feet of it. The target must succeed on a {@dc 24} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and become {@condition frightened} until the end of Tenebrous's next turn. While {@condition frightened} in this way, the creature is also {@condition paralyzed}." + ] + }, + { + "name": "The Last Word (1/Week)", + "entries": [ + "Tenebrous speaks a blasphemous word of unmaking and targets one creature within 60 feet of him that he can see. If the creature has 150 hit points or fewer, it dies, even if it has unused mythic traits. The slain creature cannot be revived by any means, even if it is a deity or some other planar ruler." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "Tenebrous takes the {@action Hide} action while in dim light or darkness." + ] + }, + { + "name": "Create Undead", + "entries": [ + "Tenebrous targets any number of humanoid corpses within 60 feet of him. Each corpse rises as an undead of CR 10 or lower of Tenebrous's choosing. These undead act on their own initiative count and follow Tenebrous's orders to the best of their abilities." + ] + }, + { + "name": "Assume Identity", + "entries": [ + "Tenebrous polymorphs into the form of a demon, into a creature he has killed within the last week, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he is reduced to 0 hit points or dies." + ] + } + ], + "legendary": [ + { + "name": "Teleport", + "entries": [ + "Tenebrous magically teleports up to 60 feet to an unoccupied space he can see." + ] + }, + { + "name": "Attack", + "entries": [ + "Tenebrous makes a Claw or Grave Bolt attack." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Tenebrous casts an innate spell, or he uses one of the actions from his constant {@spell eyebite} and {@spell telekinesis} effects. Once he casts a spell, he can't cast that spell again with this ability until the start of his next turn." + ] + } + ], + "senseTags": [ + "U", + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "XX", + "TP" + ], + "damageTags": [ + "N", + "O", + "S", + "Y" + ], + "damageTagsSpell": [ + "N" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "AOE" + ], + "conditionInflict": [ + "frightened", + "paralyzed", + "poisoned" + ], + "conditionInflictSpell": [ + "frightened", + "unconscious" + ], + "isNamedCreature": true, + "legendaryActions": 5, + "mythicHeader": [ + "If one of Tenebrous's mythic traits were activated in the last hour, he can use the first three options below as legendary actions. If both traits were activated in the last hour, he can instead use any of the options below." + ], + "mythic": [ + { + "name": "Bolster Minions", + "entries": [ + "Tenebrous targets up to five undead within 30 feet of him. Each target grows one size category larger, has its speed doubled, and has advantage on attack rolls, lasting until the end of that target's next turn." + ] + }, + { + "name": "Elude the Living", + "entries": [ + "Magical darkness spreads within a 20-foot cube centered on a point Tenebrous chooses within 60 feet of him. Non-living creatures can see through the darkness as if it were dim light. The darkness dissipates at the end of Tenebrous's next turn." + ] + }, + { + "name": "Destructive Burst (Costs 2 Actions)", + "entries": [ + "Tenebrous unleashes a burst of divine energy. Each creature of his choice within 60 feet of him takes {@damage 4d6} necrotic damage plus {@damage 4d6} thunder damage ({@dc 24} Constitution save for half). On a failed save, a creature is also pushed up to 15 feet away from Tenebrous and knocked {@condition prone}." + ] + }, + { + "name": "Consume Energy", + "entries": [ + "Tenebrous chooses one undead of his choice within 30 feet of him that he created or summoned. Tenebrous reduces the undead to 0 hit points, allowing him to end one spell or condition of his choice on himself." + ] + }, + { + "name": "Antilife Barrier (Costs 2 Actions)", + "entries": [ + "Tenebrous creates a barrier of antilife at a point of his choice within 120 feet of him. The barrier is made up of ten 10-foot-by-10-foot panels; each panel must be contiguous with another panel. The panels behave as the {@spell antilife shell} spell, preventing living creatures from passing or reaching through. The barrier disappears at the end of Tenebrous's next turn, if they are hit by an attack (AC 15), or if they take radiant damage." + ] + }, + { + "name": "Creeping Death (Costs 3 Actions)", + "entries": [ + "Tenebrous chooses a point within 100 feet of him that he can see. A 20-foot-radius sphere of swirling necrotic energy emerges from that point and lasts until the end of Tenebrous's next turn. Living creatures in that area have vulnerability to necrotic damage." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "reaction": [ + { + "name": "Dampen Spell {@recharge 6}", + "entries": [ + "Tenebrous halves the damage he takes from a spell that doesn't deal radiant damage." + ] + } + ] + }, + { + "name": "Visage", + "source": "LM", + "page": 89, + "group": [ + "Tenebrous" + ], + "fluff": { + "_monsterFluff": { + "name": "Visage", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://adrenalinarpg.files.wordpress.com/2009/07/rosto2.jpg" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 19, + "con": 14, + "int": 15, + "wis": 12, + "cha": 18, + "save": { + "dex": "+8", + "wis": "+5" + }, + "skill": { + "deception": "+12", + "insight": "+5", + "perception": "+5", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "9", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The visage's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell minor illusion}", + "{@spell toll the dead|XGE}" + ], + "daily": { + "3e": [ + "{@spell darkness}", + "{@spell finger of death}" + ], + "2e": [ + "{@spell charm person}", + "{@spell suggestion}" + ], + "1e": [ + "{@spell dominate person}", + "{@spell phantasmal force}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Create Spawn", + "entries": [ + "An aberration, celestial, fey, or fiend slain by the visage rises as a visage after 1 minute." + ] + }, + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the visage can take the Hide action as a bonus action." + ] + } + ], + "action": [ + { + "name": "Mutiattack", + "entries": [ + "The visage makes two melee attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Assume Identity", + "entries": [ + "The visage polymorphs into a Small or Medium humanoid it has killed within the last week, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "S" + ], + "damageTagsSpell": [ + "N", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "charmed" + ] + }, + { + "name": "Vecna", + "shortName": true, + "isNamedCreature": true, + "source": "LM", + "page": 90, + "group": [ + "Vecna" + ], + "legendaryGroup": { + "name": "Vecna", + "source": "LM" + }, + "fluff": { + "_monsterFluff": { + "name": "Vecna", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xSghHOQ.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": { + "type": "undead", + "tags": [ + "deity" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "35d8 + 245", + "average": 402 + }, + "speed": { + "walk": 30, + "fly": { + "number": 30, + "condition": "(hover; Limited Rejuvenation only)" + }, + "canHover": true + }, + "str": 20, + "dex": 16, + "con": 24, + "int": 30, + "wis": 28, + "cha": 26, + "save": { + "int": "+19", + "wis": "+18", + "cha": "+17" + }, + "skill": { + "arcana": "+28", + "deception": "+26", + "history": "+28", + "insight": "+27", + "perception": "+18", + "religion": "+28" + }, + "senses": [ + "truesight 120 ft.", + "blindsight 500 ft." + ], + "passive": 28, + "resist": [ + "force", + "lightning", + "psychic" + ], + "immune": [ + "cold", + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "all", + "telepathy 1,000 ft." + ], + "cr": "30", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Vecna's spellcasting ability is Intelligence (spell save {@dc 27}, {@hit 19} to hit with spell attacks). Vecna has the following spells prepared:" + ], + "constant": [ + "{@spell detect thoughts}", + "{@spell nondetection}", + "{@spell protection from evil and good}" + ], + "will": [ + "{@spell circle of death}", + "{@spell danse macabre|XGE} (no concentration)", + "{@spell dispel magic}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell dominate monster}", + "{@spell mislead}" + ], + "2e": [ + "{@spell banishment}", + "{@spell disintegrate}", + "{@spell finger of death}" + ], + "1e": [ + "{@spell divine word}", + "{@spell power word kill}", + "{@spell wish}" + ] + }, + "ability": "int", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Discorporation", + "entries": [ + "When Vecna dies, his body is destroyed but his essence travels back to a location of his choice, and he is unable to take physical form for a time." + ] + }, + { + "name": "Divine Will", + "entries": [ + "Vecna is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior." + ] + }, + { + "name": "Legendary Resistance (5/Day)", + "entries": [ + "If Vecna fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Vecna has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Regeneration (Eye and Hand Only)", + "entries": [ + "Vecna regains 20 hit points at the start of his turn if he has at least 1 hit point." + ] + }, + { + "name": "Turn Immunity", + "entries": [ + "Vecna is immune to effects that turn undead." + ] + }, + { + "name": "Eye and Hand of Vecna", + "entries": [ + "If Vecna possesses the {@item Eye of Vecna} and/or the {@item Hand of Vecna}, instead of using the statistics of these items, he gains extra traits and abilities as noted in this stat block." + ] + }, + { + "name": "X-Ray Vision (Eye Only)", + "entries": [ + "Vecna can see into and through solid matter out to a radius of 120 feet. To him, solid objects within that radius appear transparent and don't prevent light from passing through them." + ] + }, + { + "name": "Aura of Weakening", + "entries": [ + "Vecna emits an aura of negative energy out to a radius of 30 feet, or 60 feet while either of his mythic traits are active. While in the aura, undead allies of Vecna have advantage on all saving throws, and living creatures have disadvantage on ability checks and can't regain hit points." + ] + }, + { + "name": "Vecna's Ambition (Mythic Trait; Once Per Rest)", + "entries": [ + "If Vecna is reduced to 0 hit points, he doesn't die or fall {@condition unconscious}. Instead, he resets to maximum hit points and can immediately take an action, but he can't use his Legendary Resistance trait until the end of his next turn." + ] + }, + { + "name": "Limited Rejuvenation (Mythic Trait; Once Per Rest)", + "entries": [ + "If Vecna dies, his body reforms at the start of his next turn, resetting to maximum hit points and becoming active again. He then gains a magical flying speed of 30 feet for 1 hour." + ] + } + ], + "action": [ + { + "name": "Paralyzing Touch", + "entries": [ + "{@atk ms} {@hit 19} to hit, reach 5 ft., one creature. {@h} 19 ({@damage 3d6 + 2d8}) cold damage. The target must succeed on a {@dc 25} Constitution saving throw or be {@condition paralyzed} for 1 minute (save ends)." + ] + }, + { + "name": "Liquify Bones (Hand Only; Recharge {@dice d6|6})", + "entries": [ + "{@atk ms} {@hit 19} to hit, reach 5 ft., one creature. {@h} The target is reduced to 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "Vecna magically polymorphs into any creature he has seen, retaining his game statistics (other than his size). This transformation ends if Vecna is reduced to 0 hit points or uses his action to end it." + ] + } + ], + "legendaryHeader": [ + "Vecna can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vecna regains spent legendary actions at the start of his turn." + ], + "legendaryActions": 5, + "legendary": [ + { + "name": "Teleport", + "entries": [ + "Vecna teleports up to 30 feet to an unoccupied space that he can see." + ] + }, + { + "name": "Ray of Death", + "entries": [ + "{@atk rs} {@hit 19} to hit, range 60 ft., one target. {@h} 28 ({@damage 4d8 + 10}) necrotic damage." + ] + }, + { + "name": "Paralyzing Touch (Costs 2 Actions)", + "entries": [ + "Vecna uses his Paralyzing Touch." + ] + }, + { + "name": "Cast a Spell (Costs 2 or 3 Actions)", + "entries": [ + "Vecna casts a spell with a casting time of one action or bonus action. If the spell is capable of dealing damage, it costs 3 legendary actions, rather than 2." + ] + }, + { + "name": "Vile Curse (Costs 3 Actions)", + "entries": [ + "Vecna targets one creature he can see within 30 feet of him. The target must succeed on a {@dc 27} Wisdom saving throw or be magically cursed. While cursed, the target has disadvantage on attack rolls and saving throws (save ends)." + ] + } + ], + "mythicHeader": [ + "If one of Vecna's mythic traits were activated in the last hour, he can use the first three options below as legendary actions. If both traits were activated in the last hour, he can instead use any of the options below." + ], + "mythic": [ + { + "name": "Greater Teleport", + "entries": [ + "Vecna teleports up to 60 feet to an unoccupied space that he can see." + ] + }, + { + "name": "Beam of Death", + "entries": [ + "Vecna unleashes a beam of negative energy in a line that is 5 feet wide and 100 feet long. Each living creature in the area takes 28 ({@damage 4d8 + 10}) necrotic damage (DC 27 Constitution save for half)." + ] + }, + { + "name": "Dark Speech", + "entries": [ + "Vecna forces one creature that he can see within 60 feet of him to make a {@dc 27} Wisdom saving throw. On a failed save, the target is {@condition blinded} and {@condition deafened} by hallucinations of death and destruction until the end of its next turn. The target has advantage on the save if it is immune to being {@condition frightened}." + ] + }, + { + "name": "Undying Grasp (Costs 2 Actions)", + "entries": [ + "Vecna targets up to five creatures he can see within 60 feet of him. Each target is teleported to an unoccupied space that Vecna can see within 60 feet of him. That space must be on the ground or on a floor." + ] + }, + { + "name": "Whispers of Madness (Costs 2 Actions)", + "entries": [ + "Vecna chooses up to three living creatures he can see within 60 feet of him. Each target must succeed on a {@dc 27} Wisdom saving throw, or it takes 32 ({@damage 4d10 + 10}) psychic damage and must use its reaction to make a melee weapon attack against one creature of Vecna's choice that Vecna can see." + ] + }, + { + "name": "Necrotic Web (Costs 3 Actions)", + "entries": [ + "Vecna unleashes a necrotic web centered on a point he can see within 120 feet of him. Each creature within 15 feet of that point takes 43 ({@damage 6d10 + 10}) necrotic damage (DC 27 Strength save for half). On a failed save, a creature is also {@condition restrained} for 1 minute (save ends; {@damage 4d6} necrotic damage on failed saves).", + "For 1 minute after using this ability, the area spanned by the web is difficult terrain, and a creature that ends its turn in the area must make the initial saving throw described at the start of this ability." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Regeneration", + "Turn Immunity" + ], + "senseTags": [ + "B", + "U" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "C", + "N", + "Y" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "blinded", + "deafened", + "paralyzed", + "restrained" + ] + }, + { + "name": "Enigma of Vecna", + "source": "LM", + "page": 94, + "group": [ + "Vecna" + ], + "fluff": { + "_monsterFluff": { + "name": "Enigma of Vecna", + "source": "LM" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HPVQM7H.png" + } + } + ] + }, + "hasFluff": true, + "hasFluffImages": true, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@spell mage armor}" + ] + } + ], + "hp": { + "average": 91, + "formula": "14d8 + 28" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 16, + "con": 15, + "int": 18, + "wis": 14, + "cha": 18, + "save": { + "wis": "+5", + "cha": "+7" + }, + "skill": { + "arcana": "+10", + "history": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "any two languages" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The enigma's spellcasting ability is Intelligence (spell save {@dc 15}). It has the following spells prepared:" + ], + "daily": { + "1e": [ + "{@spell guardian of faith}", + "{@spell passwall}" + ], + "2e": [ + "{@spell compulsion}", + "{@spell locate creature}" + ] + }, + "constant": [ + "{@spell darkvision}", + "{@spell mage armor}" + ], + "will": [ + "{@spell mage hand}", + "{@spell minor illusion}" + ], + "ability": "int", + "type": "spellcasting" + } + ], + "trait": [ + { + "name": "Horrific Visage (Flesh Ripper Only)", + "entries": [ + "At the start of each of the enigma's turns, each creature within 15 feet of the enigma that can see it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage." + ] + }, + { + "name": "Flesh Ripper Rage (Once Per Rest)", + "entries": [ + "Once the enigma has been {@condition bloodied|LM}, it undergoes a vile transformation that lasts for 1 hour. During that time, the enigma can't cast spells and gains a new set of traits and abilities." + ] + }, + { + "name": "Regeneration (Flesh Ripper Only)", + "entries": [ + "The enigma regains 10 hit points at the start of each of its turn if it has at least 1 hit point." + ] + }, + { + "name": "Blood Frenzy (Flesh Ripper Only)", + "entries": [ + "The enigma has advantage on melee attack rolls against any creature that is {@condition bloodied|LM}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The warlock makes two melee attacks." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) lightning damage." + ] + }, + { + "name": "Rend Flesh (Flesh Ripper Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h} 18 ({@damage 4d6 + 4}) slashing damage, and the enigma can push the target up to 10 feet away." + ] + }, + { + "name": "Shock Bolt (Cantrip)", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 90 ft., one creature. {@h}14 ({@damage 3d6 + 4}) lightning damage, and until the end of its next turn, the target's speed is halved and it can't take reactions." + ] + }, + { + "name": "Memory Ripper {@recharge 4}", + "entries": [ + "The enigma rends the memories of living creatures in a 20-foot cube within 60 feet of it. Each target in that area takes 9 ({@damage 2d8}) psychic damage ({@dc 15} Intelligence save for half). On a failed save, a target is also {@condition stunned} until the end of its next turn, and the enigma magically learns one fact or secret about the target." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "X" + ], + "damageTags": [ + "L", + "P", + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "RW", + "MW", + "THW", + "RCH", + "AOE" + ], + "conditionInflictSpell": [ + "charmed", + "restrained" + ], + "shortName": "enigma", + "traitTags": [ + "Regeneration" + ], + "conditionInflict": [ + "stunned" + ], + "damageTagsSpell": [ + "R" + ] + } + ], + "monsterFluff": [ + { + "name": "Abominations", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Abominations", + "entries": [ + "Ageless though they are, immortals can die, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. When these beings stir, they come full of rage, craving only to spread destruction and despair." + ] + } + ] + }, + { + "name": "Atropal Scion", + "source": "LM", + "_copy": { + "name": "Abominations", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This creature's hairless, overlarge head surmounts its wet, wrinkled, and bloated humanoid body. Its eyes are glassy and vacant. Its arms are too slender, and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it." + ] + }, + "Atropal scions are clots of divine flesh given form and animation by terrible catastrophies, bleak-hearted gods of death, or pure chance. When a stillborn godling rises spontaneously as an undead, an {@creature atropal|ToA} is born. If that atropal is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.", + "An atropal scion is a power to be reckoned with, and once animate in the world, seeks power over both life and unlife in an unrelenting bid for domination that only its lifeless tissue is able to sustain.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "An atropal scion prefers to float high above the field of combat, relentlessly summoning specters and using Life Drain indiscriminately to take care of threats when possible. If it is {@condition bloodied|LM}, the atropal lets out a screech and begins using its mobility in a more tactical manner. It also takes advantage of its Negative Energy Aura to rebuke melee opponents and its {@spell dispel magic} ability to counter spellcasters as it sees fit." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Arcana} or {@skill Religion} skill.", + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Unlike normal atropals, atropal scions are imbued with foul magic that grants them a smidgen of spellcasting. Given enough time, an atropal scion may evolve into a threat much greater than the undead it originally splintered off of." + ] + }, + { + "name": "DC 25", + "type": "entries", + "entries": [ + "Atropal scions have the power to summon specters to their aid, but their ability to magically locate creatures is far deadlier. Lacking qualities such as impatience and stamina that living creatures possess, an atropal scion will use this ability to find undead allies and amass an army, and to track down powerful enemies that would threaten its cause." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Rotvine Defiler", + "source": "LM", + "_copy": { + "name": "Abominations", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A sprawling morass of mud, rotting vines, dead animals, and writhing tendrils emerges from beneath the earth. Seemingly in pain, the abomination lets out a horrific shriek before resuming its rampage and destroying the terrain around it." + ] + }, + "The rotvine defiler has but one purpose: to ingest and spoil all that is living. A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost\u2014life. In its wake, the creature leaves a trail of despoiled organic matter, a record of its vindictive mission.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A rotvine defiler burrows through the ground, sending up tentacles to grab living creatures.", + "If it is {@condition bloodied|LM} or slain, the defiler releases an explosion of desecrating fumes that wither ally and enemy alike." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Nature} or {@skill Religion} skills.", + { + "name": "DC 15", + "type": "entries", + "entries": [ + "A rotvine defiler is the profane remnant of an immortal being of primal origins devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence." + ] + }, + { + "name": "DC 20", + "type": "entries", + "entries": [ + "A rotvine defiler arises when a creature makes a sacrifice over the monster's earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Discord Incarnate", + "source": "LM", + "_copy": { + "name": "Abominations", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The being before you possesses the basic shape of an angel, but between the red energy crackling from its wings and sword and the twisted, malicious expression on its face, this abomination is a clear perversion of all things holy." + ] + }, + "At the dawn of creation, mighty {@creature couatl|mm|couatls}\u2014winged serpents of purity and virtue\u2014strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates\u2014perverse abominations bent on wanton destruction.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A discord incarnate immediately flies in among its foes, attempting to position itself within reach of as many enemies as possible. If it is {@condition bloodied|LM}, it shifts tactics and attempts to lock down the most vulnerable targets possible using its Rush of Pain and Unholy Pull abilities. A discord incarnate is a remorseless foe and never retreats except to seek a new tactical position." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Religion} skill.", + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Discord incarnates arose during the cosmic war between the gods and the primordials. After that conflict, these creatures were destroyed or imprisoned throughout the planes. Whenever a discord incarnate breaks free of its prison, it roves the planes, destroying everything in its path.", + "Even from inside a cosmic prison, a discord incarnate can dream fiends spectral undead into existence. Couatls, winged serpents of purity and virtue, work hard to keep discord incarnates and their minions contained within otherworldly prisons. However, even their power has limits. Couatls regard discord incarnates and the mockeries as their greatest failure." + ] + }, + { + "name": "DC 25", + "type": "entries", + "entries": [ + "Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces\u2014a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities. It is even possible that a cache of discord incarnates could yet lie hidden in the cosmos, awaiting some event or signal from their creator that stirs them to action." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Blightspawn", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Blightspawn", + "entries": [ + "Putred and disgusting, blightspawn carry pestilence and sickness wherever they go, threatening to contaminate the living with their disease and poison if left unchecked." + ] + } + ] + }, + { + "name": "Skulking Cyst", + "source": "LM", + "_copy": { + "name": "Blightspawn", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head." + ] + }, + "A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the {@spell necrotic cyst|LM} spell).", + "A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst's true \"heart\" is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Bleakborn", + "source": "LM", + "_copy": { + "name": "Blightspawn", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores." + ] + }, + "When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and an icy semblance of life.", + "A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.", + "A bleakborn stands a little over 6 feet tall and weighs between 150 and 230 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill History} skill.", + { + "name": "DC 15", + "type": "entries", + "entries": [ + "Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they first arose. They speak the Moilian language, allowing those proficient in this forgotten tongue to converse with them." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Plague Blight", + "source": "LM", + "_copy": { + "name": "Blightspawn", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Soft and putrescent, this creature's form is wrapped in tight circles of cloth, though bloated, swollen tissue still seeps through. The odor of this creature goes beyond the stink of carrion; the putrefaction of its body is like a physical force that moves before it." + ] + }, + "Plague blights are animated corpses of humanoids who died from plague or rot. In undeath, they seek to putrefy all that is pure. They are wily and may attempt to trick their victims into allowing themselves get close enough to touch.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "In melee combat, the stench of a plague blight sickens its opponents. Far worse is its touch, which brings on a terrible wasting disease in its victims, rotting the flesh in seconds and sending tendrils of dead flesh ever inward toward the heart." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Wheep", + "source": "LM", + "_copy": { + "name": "Blightspawn", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature's face and body, coating its clawed limbs. As the ichor runs into the creature's mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen." + ] + }, + "Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.", + "Eyeless, a wheep is in constant pain, sniffling and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears. After an hour, the bile decomposes and evaporates.", + "A wheep stands nearly 6 feet tall and weighs about 200 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Those close enough to hear a wheep's cries may be taken aback, but they are likely to be far more threatened by the creature's poison-coated claws and maw." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Chaos Walkers", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Chaos Walkers", + "entries": [ + "When an elemental is violently destroyed, the remains may rise as a chaos walker that seeks to drain the living of the elemental energies it once possessed in life." + ] + } + ] + }, + { + "name": "Desiccator", + "source": "LM", + "_copy": { + "name": "Chaos Walkers", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere." + ] + }, + "Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious fluids of living creatures.", + "Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.", + "Most desiccators stand about 4 feet tall but weigh only 30 to 40 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A desiccator opens combat with its Desiccating Breath, seeking to make opponents vulnerable to its Draining Touch." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Breathstealer", + "source": "LM", + "_copy": { + "name": "Chaos Walkers", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body." + ] + }, + "A breathstealer is an undead manifestation of elemental air. It hungers for the breath of the living.", + "Breathstealers vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith's hatred for all living things.", + "A breathstealer fills an area roughly 5 feet on a side, with cloudlike tendrils reaching beyond that. As an incorporeal creature, a breathstealer has no weight.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A breathstealer lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Cinderspawn", + "source": "LM", + "_copy": { + "name": "Chaos Walkers", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace." + ] + }, + "Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.", + "Like a fire elemental, a cinderspawn takes damage from and won't willingly enter a body of water. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump over it.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A cinderspawn chooses targets carefully, using its Sudden Rush action to reach vulnerable opponents that might otherwise be protected by comrades." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Deathtritus", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Deathtritus", + "entries": [ + "The presence of necrotic energy can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus." + ] + } + ] + }, + { + "name": "Tomb Mote", + "source": "LM", + "_copy": { + "name": "Deathtritus", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "These tiny, vaguely humanoid creatures are animated accumulations of tomb litter\u2014shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt." + ] + }, + "Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of the animated bone, dust, hair, and flesh particles that accumulate in tombs, tomb motes are surprisingly smart and vicious.", + "Tomb motes weigh 5 to 8 pounds and measure no more than 1 foot in height.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Tomb motes scurry around in the shadows, trying to surprise visitors in their domain. They like to harry a single target to en masse to make up for their lack of individual strength. If a target seems threatening, they slip back into the darkness until a weaker victim comes along." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Offalian", + "source": "LM", + "_copy": { + "name": "Deathtritus", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Composed of butchered flesh, rotting organs, and pungent fluids, the snakelike creature before you craves the taste of fresh meat." + ] + }, + "Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures. The creatures are filled with an unquenchable hunger that drives them to attack most living creatures.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "An offalian prefers to rush an opponent. The creature bites a foe, grabbing the target and keeping it held while biting it on subsequent turns. If multiple enemies approach an offalian, it hisses and releases a gout of acidic effluvia that burns and blinds would-be attackers." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Osteopede", + "source": "LM", + "_copy": { + "name": "Deathtritus", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Created from dirt, dust, and crushed bone, a centipedelike creature skitters rapidly across the ground towards you." + ] + }, + "Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "An osteopede skitters around the battlefield, never staying in one place for long. Whenever possible, it uses its Skittering Rake to attack multiple enemies." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Dragonscale Slough", + "source": "LM", + "_copy": { + "name": "Deathtritus", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A pile of molten scales slithers before you, possessing the vague shape of a dragon but none of its flesh, blood, or organs." + ] + }, + "A dragonscale slough is made of the animated flesh and scales that fall from dragons. It is common for multiple sloughs to form in the lairs of older dragons. The sloughs have many of the same attitudes and instincts of their progenitors, and they are quite hostile.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Dragonscale sloughs climb up walls and then drop down on unwary prey. Once a slough constricts a creature, it uses Suffocating Scales to silently choke the opponent. If caught or surrounded, the slough will use its Dust Breath and take advantage of the momentary blindness to retreat into hiding before striking again." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Dread Brutes", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Dread Brutes", + "entries": [ + "Dread brutes are unholy corpses or constructs animated to wield their overwhelming strength for labor, protection, or most commonly, violence and destruction." + ] + } + ] + }, + { + "name": "Hulking Corpse", + "source": "LM", + "_copy": { + "name": "Dread Brutes", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Tramping out of the night is a dreadful giant corpse. For all that its eyes are lifeless and devoid of mind, the creature's gaze still promises swift death to any that it can catch and crush in its mighty grip." + ] + }, + "Any undead army would be happy to recruit a hulking corpse. Its raw power combined with its mindless devotion to whatever master is powerful enough to command it ensures a swift victory over lesser foes. Of course, few can command a hulking corpse. Thus, these creatures are often found wandering the night, seeking only to crush, destroy, and rend.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A hulking corpse never employs subtlety or strategy. It bulls in, attempting to grab and rend its foes until they cease moving." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Grave Dirt Golem", + "source": "LM", + "_copy": { + "name": "Dread Brutes", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Preceded by the smell of carrion, this humanoid creature is formed of moist (almost muddy) earth, mixed in with small bone bits, teeth, and rotting cloth scraps, topped with a dirt-encrusted humanoid skull. Its legs are short and thick, and its chest and arms somewhat tapering." + ] + }, + "This humanoid golem is composed of magically coherent grave earth. A grave dirt golem wears no clothing, though sometimes the clothing or the gear of past victims can be found mixed in with the medium of its form.", + "A grave dirt golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 800 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "No one likes to be hit by a grave dirt golem because its filth fouls the wounds of its enemies and reduces their hit point maximums. The golem can regain hit points via its Soul Rend, but once it goes berserk, no known method can re-establish control." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Tombstone Golem", + "source": "LM", + "_copy": { + "name": "Dread Brutes", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "A {@creature stone golem} becomes a tombstone golem with the following substitutions. Rather than simple stone, the creature is made up of fused grave headstones, inscribed with names in various languages, often more than one name per headstone, along with birth and death dates. Second, its supernatural ability to slow opponents is replaced by the Disrupt Life ability." + ] + } + } + } + }, + { + "name": "Undead Oozes", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Oozes", + "entries": [ + "Infused with necrotic energy, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths." + ] + } + ] + }, + { + "name": "Bloodrot", + "source": "LM", + "_copy": { + "name": "Undead Oozes", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The writhing blob of ooze that approaches you reeks of death, and has a partially melted human skull suspended in its gray jelly." + ] + }, + "Bloodrot oozes are undead jellies that form when humanoids are melted by acid. They are most commonly found around the lairs of black dragons and other creatures that employ acid to slay their foes.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A bloodrot ooze lurks in a dark corner, waiting until its prey comes close before striking. The creature then reaches out and attempts to grab a target and drain the blood from it. Bloodrots crave the blood of their foes, pursuing them without any sense of self-preservation." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Blood Amniote", + "source": "LM", + "_copy": { + "name": "Undead Oozes", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new blood to its oozing body." + ] + }, + "The half-congealed blood of past victims gives a blood amniote its form, and its ties to the Negative Energy Plane give the creature animation. Mindless, it seeks only to pierce the fleshy carapace of all living creatures it comes upon so it can draw out the blood beneath.", + "Though these creatures are mindless, vestiges of past victims completely drained of blood remain imprinted on them. Observers sometimes see these random memories as faces that briefly form on the surface of a blood amniote, only to fall away again to formlessness moments later.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the blood of its victims in full quantity." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Religion} skill.", + { + "name": "DC 15", + "type": "entries", + "entries": [ + "Scholars debate whether the blood amniote arises spontaneously or is crafted intentionally through necromantic rites and mass sacrifices." + ] + }, + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Legend has it that priests of Orcus once unleashed a storm that rained burning blood on two opposing armies. The storm slew the soldiers, and from the blood-soaked ground arose blood amniotes." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Bone Collector", + "source": "LM", + "_copy": { + "name": "Undead Oozes", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "You have encountered the source of the rumbling you have been sensing: a massive, hunchbacked brute that lumbers through the cave ahead. Its limbs and body are composed of assorted bones suspended in a deep purple ooze, and what you thought was its head is actually the oversized skull of a monstrous cave dweller you have never encountered before." + ] + }, + "Bone collectors inhabit subterranean caverns and stalk underground tunnels, killing and scavenging to collect bones to increase their mass. Three massive bone collectors, each rumored to be over 25 feet in diameter, inhabit the Underdark.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Bone collectors send out masses of tendrils to snatch opponents and drain their life. If threatened by numerous foes, it will unleash a barrage of Bone Shards upon them, knowing that it can collect the shards after the battle has been won.", + "Acting purely on animalistic instinct, a bone collector might flee when {@condition bloodied|LM}, boring a massive tunnel through the rock in its wake. Most bone collectors have never had to retreat, however, as most other cave dwellers are either too weak to fight it or are smart enough to leave it alone." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Servants of Darkness", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Servants of Darkness", + "entries": [ + "While most undead act on instinct or impulse, some have been created to serve a higher purpose, to help enact a dark design set forth by a deity, necromancer, or more intelligent undead." + ] + } + ] + }, + { + "name": "Angel of Decay", + "source": "LM", + "_copy": { + "name": "Servants of Darkness", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands." + ] + }, + "Sometimes known as rot harbingers, these beings superficially resemble angels, but there's nothing angelic about them. Their touch causes living flesh to rot.", + "When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "An angel of decay prefers to wade into combat, literally, since it produces a constantly renewing pool of liquid corruption. The angel of decay excels at taking hits and giving them back, prefering to remain close to its enemies so that it may take advantage of its Rotting Aura and Feed on Decay traits." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Religion} skill.", + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the Demon Lord of Undeath created the first angels of decay as mockeries of those he'd slain and sent them to the natural world to wreak havoc on the gods' creation." + ] + }, + { + "name": "DC 30", + "type": "entries", + "entries": [ + "A legion of angels of decay serve Atropus, the World Born Dead, as it wanders from planet to planet in its quest to unmake the gods' work. These angels feed off of the death and decay left in Atropus's wake, and are often found scouring the wastelands of a dead planet for scraps of essence to feed off of." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Blaspheme", + "source": "LM", + "_copy": { + "name": "Servants of Darkness", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice." + ] + }, + "Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to weaken and destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.", + "Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.", + "Blasphemes stand just under 7 feet tall and weigh about 190 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible, so that its master or allies can take advantage of its weakening effect." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Gravetouched Ghoul", + "source": "LM", + "_copy": { + "name": "Servants of Darkness", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This foul humanoid wears a loose shift, but its mottled, decaying flesh is still clearly visible, drawn tightly over bones. Hairless, it has a carnivore's sharp teeth and eyes like hot coals." + ] + }, + "Like traditional ghouls, gravetouched ghouls haunt graveyards, battlefields, and other places rich with the carrion for which they hunger. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "This creature attacks with surprise, attempting to paralyze a target and drag it away from its allies before they can react." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Religion} skill.", + { + "name": "DC 10", + "type": "entries", + "entries": [ + "Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead." + ] + }, + { + "name": "DC 15", + "type": "entries", + "entries": [ + "Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. The transformation from living beings into fell creatures of the night has warped their minds, making them cunning and feral." + ] + }, + { + "name": "DC 20", + "type": "entries", + "entries": [ + "While most humanoids who engage in these foul activities and return from the grave are mere ghouls, in rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard statistics for a ghoul, but instead it becomes a gravetouched ghoul. These gravetouched ghouls are said to be \"touched by the King.\"" + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Entomber", + "source": "LM", + "_copy": { + "name": "Servants of Darkness", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt." + ] + }, + "Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found, dragging corpses or entire coffins behind them as they wander.", + "Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.", + "Most entombers are about 6 feet tall and weigh about 160 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "In melee combat, an entomber's fist is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack. Entombers enjoy entombing unconscious foes that have no chance of fighting back, but unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Spirits", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Spirits", + "entries": [ + "Infused by dark emotions and binding necrotic energy, undead spirits wander the world's shadowy corners and crevices, persisting in a tormented, shadowy state of existence." + ] + } + ] + }, + { + "name": "Quell", + "source": "LM", + "_copy": { + "name": "Spirits", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Two fiery green eyes glare from a shrouded, half-real visage of this vaguely humanoid shade. Either it is dressed in robes, or its ectoplasmic flesh is naturally loose and flowing. Dark symbols hang in the air just above and about its form, free-standing glyphs that viscerally demonstrate the creature's anathema to all things divine." + ] + }, + "Quells are incorporeal creatures of malevolence and the night. They despise all living things, as well as the light that nurtures them, but the urge that truly drives them is their hatred of those who serve deities.", + "If they could, quells would commit deicide, though of course such actions are far beyond a quell's power. However, while a quell cannot directly affect a deity, it does have a power over the connection between a deity and its followers.", + "Because of their powers, quells are sought out by bands of more powerful undead or necromancers.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Quells attack directly in combat. Their true power lies in their ability to break connections between clerics and their deities." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Spectral Lyrist", + "source": "LM", + "_copy": { + "name": "Spirits", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A smiling, brightly clothed figure stands before you." + ] + }, + "In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.", + "A spectral lyrist can appear as any Medium humanoid, and it doesn't share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its spells on them." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Crypt Chanter", + "source": "LM", + "_copy": { + "name": "Spirits", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?" + ] + }, + "A crypt chanter's voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral violas, flutes, drums, or any other instruments they choose, varying from chanter to chanter.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A crypt chanter's strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Dream Vestige", + "source": "LM", + "_copy": { + "name": "Spirits", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "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." + ] + }, + "A dream vestige is a hunter; it hunts for other creatures to incorporate into itself\u2014mind and body, living or undead. Thus, even the undying have cause to fear a dream vestige, which preys on its own. It stalks prey on rooftops, behind walls, or under floors, unseen by its victims. A sudden visceral dread heralds the creature's arrival, at which time the whispers, moans, and lamenting of its subsumed victims becomes audibly apparent.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A dream vestige uses every ability it has at its disposal to disrupt and crumble the minds and bodies of the living, seeking to draw ever more creatures into itself." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill History} or {@skill Religion} skill.", + { + "name": "DC 15", + "type": "entries", + "entries": [ + "The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Undead Aviary", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Undead Aviary", + "entries": [ + "Most undead are land-bound, but a few can take to the skies, spreading corruption and death on the wing." + ] + } + ] + }, + { + "name": "Skin Kite", + "source": "LM", + "_copy": { + "name": "Undead Aviary", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you." + ] + }, + "Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.", + "No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.", + "A skin kite has no body, only a wingspan, which is about 5 feet. It weighs about 5 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim's skin. After using Meld to absorb a target's skin, the skin kite attempts to Disengage and retreat to a safe location where it can use Launch Kite without provoking opportunity attacks." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Skirr", + "source": "LM", + "_copy": { + "name": "Undead Aviary", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "A faint whirring sound and the stench of death precedes a great shape scudding through the air. The creature has a humanoid form with the skull of a long-toothed bull. Its upper arms are great wings, and its lower legs end in cruel, clawed talons. No skin or fur can be seen beneath the dingy gray funerary wrappings that cover the entire creature like a mummy." + ] + }, + "Skirrs are predators that hunt the edges of necropolises, great expanses of deadly swamps, deserts, or other places where victims might be found alone, hurt, and pressed by dangers from directions other than the sky. That's when skirrs swoop in to attack.", + "Skirrs measure, wingtip-to-wingtip, 30 feet or more, and weigh about 20,000 pounds.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Skirrs are predators that scavenge the bodies of those killed by sudden stops. Their favored tactic is to swoop down, grab a victim, ascend to a height of at least 200 feet, and then drop the victim in a deadly fall." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Paralyth", + "source": "LM", + "_copy": { + "name": "Undead Aviary", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "From the skies descends not a bird nor winged beast, but a floating brain with its spine still attached. Crackling with black lightning, you hear a foul cackle echo through your mind as your muscles begin to twitch under a will that is not your own." + ] + }, + "Made sentient through foul magic, a paralyth is the animated spine and brain of a humanoid. Instead of being put in a jar, the brain is given the power of flight and can emit waves of electricity from its spinal cord. The brain is empowered with potent psionic abilities, allowing the paralyth to enslave weak-minded creatures that can enact its dark will.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Paralyths have a strong sense of self-preservation, which makes them pause at the edge of combat. They prefer to let their enslaved minions do the dirty work, but may swoop in when the opportunity arises to unleash a blast of its Nervous Feedback." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Arcana} skill.", + { + "name": "DC 15", + "type": "entries", + "entries": [ + "Paralyths are created when necromancers extract the brains and spines from recent victims. However, sometimes a paralyth is created from the necromancer itself in an attempt to preserve their sharp minds even in death." + ] + }, + { + "name": "DC 20", + "type": "entries", + "entries": [ + "A few cunning paralyths will encase themselves within the body of a construct, granting them physical protection and the use of the construct's limbs at the cost of their flight capabilities." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Unrisen", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Unrisen", + "entries": [ + "Magic go awry, and when the magic is {@spell raise dead} or a similar resurrection spell, the results can be grim. The spell might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing\u2014it returns as an unrisen.", + { + "type": "entries", + "name": "Lore", + "entries": [ + { + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Arcana} or {@skill Religion} skill.", + { + "name": "DC 15", + "type": "entries", + "entries": [ + "An unrisen is the corrupt result of a failed attempt to resurrect a beast or a humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby living creatures, which it views as responsible for its death. The most common types of unrisen are children, pets, mounts, and figures of prominence in a community, such as mayors or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them." + ] + }, + { + "name": "DC 18", + "type": "entries", + "entries": [ + "Unrisen are drawn to each other and can sense the presence of their kind. They sometimes travel the world, searching for others of their kind to form vile groups." + ] + }, + { + "name": "DC 21", + "type": "entries", + "entries": [ + "Most unrisen are very clever. They pretend to be normal, sometimes insinuating themselves back into their former lives, convincing their friends and family that the resurrection ritual worked successfully." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Vile Pet", + "source": "LM", + "_copy": { + "name": "Unrisen", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The dog before you appears not as a friendly companion, but as a rabid beast that seeks to maim and kill anything that gets near it. With sickly yellow flesh made bare by missing chunks of fur, it is a wonder that this animal is alive at all." + ] + }, + "A vile pet acts much like a living beast infected with rabies, and is characterized by uncurable pestilence of the flesh. Any poor soul that attempts to calm it down will be met with a filthy bite that leaves it hungrier by the day until it can no longer sustain itself.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Vile pets tend to run in packs, overrunning commoners in attempt to spread disease. They try to flank a target and use their Filthy Bites. However, the creatures are cowardly and flee if faced with a threatening adversary." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Slaymate", + "source": "LM", + "_copy": { + "name": "Unrisen", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin." + ] + }, + "When a guardian's betrayal, either outright or through negligence, leads to the death of a child, a resurrection spell or even pure chance may cause its corpse to rise as a slaymate. A slaymate's appearance is a weird and twisted reflection of the form it had in life.", + "Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate's special abilities.", + "A slaymate is about the height and weight of an eight-year-old human child.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Slaymates prefer to attack from the shadows, preferably on the back of a necromancer guardian if it has one. When forced to fight, the slaymate prefers to use its disease-laden bite, or a small knife if provided with one." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Tainted Priest", + "source": "LM", + "_copy": { + "name": "Unrisen", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The once-friendly priest slips out a wicked grin, their jagged teeth possessing a ghoulish yellow tint, presenting a stark contrast to the warm smile you were once familiar with. Black staff in hand, the priest mutters a prayer in a language you don't understand and prepares to defend their church from the interlopers before them." + ] + }, + "When a cleric's resurrection goes wrong, a dark god might spot a chance to intervene, corrupting their connection to the divine so that the newly formed tainted priest may serve their religion instead. With a false aura that prevents their fellow holy men from detecting their true nature, a tainted priest will slowly corrupt their former church into a blasphemous mockery of what it once was.", + "If given enough time to amass an undead army and to corrupt their once-innocent followers into servants of evil, a tainted priest will attempt to destroy their church and the settlement surrounding it. They will then pose as a refugee of this terrible tragedy and flee to another church of their original faith, rising the ranks and starting the infection process again. A tainted priest may even seek to purposefully create other unrisen, taking advantage of \"unfortunate accidents\" that kill innocent children or pets and altering their own resurrection magic to ensure that the victim rises as another of their kind.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "A tainted priest prefers to remain at a distance, using its ranged spells as much as possible. If approached in melee, the creature uses vile eruption to weaken its opponent and then escape. Otherwise, the priest whacks the foe with its staff, gaining hit points before retreating." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Wraiths", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Wraiths", + "entries": [ + "Wraiths hate the living and seek to create more of their kind by killing mortals they encounter. They are joyless beings that dwell in the darkness." + ] + } + ] + }, + { + "name": "Moon Wraith", + "source": "LM", + "_copy": { + "name": "Wraiths", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "The howling that interrupted your sleep grows louder and louder, but you hear no disturbances amongst the trees around you. Then, from the corner of your eye, you see a distortion in the light of the moon shining down on you. Looking closer, you see a translucent werewolf floating above you, its shadowy claws twitching in anticipation for blood to be spilled." + ] + }, + "Moon wraiths are spectral apparitions that are created when a lycanthrope dies during its transformation. They are strongest under moonlight or starlight.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Moon wraiths use hit-and-run tactics, flying though enemies with Umbral Dash as often as possible. If {@condition bloodied|LM}, they retreat and regenerate as many hit points as possible before diving back into the fray." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Oblivion Wraith", + "source": "LM", + "_copy": { + "name": "Wraiths", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "Just as the bride finishes saying her vows, a hooded figure drops down from the ceiling, plunging a sword into her back and out the other side. The audience shrieks in horror as blood drips from the wound, staining her once perfect white dress. As she takes her last exhale, a shadowy spirit emerges from her mouth and takes form above the stage. The spirit shrieks in anguish and malice, surprising the assassin and wedding-goers alike, and prepares to exact revenge upon the unwary killer that ruined her wedding." + ] + }, + "An oblivion wraith is a large, shadowy rip in reality that absorbs light and distorts its surroundings. It is created when a person dies violently during an important life event, such as a wedding or a coronation.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "The oblivion wraith seeks to share its suffering with as many creatures as possible via Obliviate. If attacked, it teleports away using Shadow Glide and unleashes Nihil Blasts upon the interloper getting in the way of its twisted, hateful vengeance. If {@condition bloodied|LM}, the wraith isn't above fleeing and regaining its strength so that it may destroy the living another day." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Vortex Wraith", + "source": "LM", + "_copy": { + "name": "Wraiths", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "You see the townsfolk fleeing en masse and letting out shrieks of horror. Turning the corner, you see that the shrieks come not just from the innocent civilians, but from the vortex of blackened souls swirling through the street. Between their cries you can hear pleas for help from these spirits, even as the civilians they grasp at wither away and join their ranks." + ] + }, + "A vortex wraith is an amalgamation of souls killed simultaneously through violent means. Unaware of its death, the vortex wraith begs for help from any living creature it encounters, clinging onto it for help until it withers away and joins the vortex as another oblivious victim.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "The vortex wraith seeks out the nearest living creatures for assistance, using Grasp for Help, Fearful Embrace, and Desperate Plea to bring them closer and keep them there. Once attacked, the wraith will become afraid and use Summon Aid to defend itself, but will still seek to embrace the attacker as normal. If {@condition bloodied|LM} or exposed to light, the wraith will flee as best it can, but not without using its abilities on the civilians it passes along the way." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Ghost Brute", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Ghost Brute", + "entries": [ + "Ghost brutes are the spectral remnants of animals, magical beasts, sentient plants, and other creatures without enough Intelligence to become normal ghosts. They drift aimlessly, haunting the places where they died and moaning in endless misery.", + "A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid's animal companion. In most cases, laying the associated being to rest also puts an end to the ghost brute.", + "However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "In addition to serving intelligent ghosts, ghost brutes work well as companions to necromancers and evil cultists. A brute's incorporeal nature allows it to guard enclosed spaces easily, and prevents the need for its master to keep it alive or maintain its corpse. Owls and other birds that become ghost brutes are also very effective as familiars for those unafraid to associate with undeath.", + "In a rare case, a pack of ghost brutes might terrorize a small settlement or two. The high concentration of unliving spirits in a small area may attract the attention of sinister forces that may use it to their advantage, which is all the more reason for such a threat to be dealt with as soon as possible." + ] + }, + { + "type": "entries", + "name": "Ghost Brute Template", + "entries": [ + "Only an unaligned beast or plant can become a ghost brute, although the DM may allow creatures of other alignments to become ghost brutes as appropriate. When a living creature (referred to as the base creature) is transformed into a ghost brute, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The ghost brute is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The ghost brute's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The ghost brute's walking speed is set to 0, and it loses all other forms of movement. It then gains a magical flying speed of 40 feet, and it can hover." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The ghost brute's Charisma score is set to its Strength or Dexterity score (whichever is higher). Its Strength score is then halved, to a minimum of 1." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The ghost brute has the same vulnerabilities, resistances, and immunities as a {@creature ghost}. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The ghost brute can't be charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The ghost brute gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the ghost brute does not gain darkvision." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The ghost brute loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The ghost brute might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the ghost brute retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The ghost brute gains the traits below.", + { + "type": "entries", + "name": "Ethereal Sight", + "entries": [ + "The ghost brute can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." + ] + }, + { + "type": "entries", + "name": "Incorporeal Movement", + "entries": [ + "The ghost brute can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." + ] + }, + { + "type": "entries", + "name": "Withering Touch", + "entries": [ + "The ghost brute's attacks deal necrotic damage instead of their normal damage type." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The ghost brute gains the action options below.", + { + "type": "entries", + "name": "Etherealness", + "entries": [ + "The ghost brute enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." + ] + }, + { + "type": "entries", + "name": "Bloodcurling Howl (Recharge 6)", + "entries": [ + "The mournful howling of the ghost brute chills the living to the core. Each living creature within 30 feet of the ghost brute that can hear it must succeed on a Wisdom saving throw (DC 8 + the ghost brute's proficiency bonus + its Charisma modifier) or be frightened for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute's Bloodcurling Howl for the next 24 hours." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Ghost Hound", + "source": "LM", + "_copy": { + "name": "Ghost Brute", + "source": "LM" + } + }, + { + "name": "Half-Vampire", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Half-Vampire", + "entries": [ + "In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with a humanoid, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid who barely survives a vampire's bite attack, the child may be born \"tainted\" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead.", + "A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.", + "Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.", + "Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "As humanoids, half-vampires can be as varied and interesting as any other intelligent creature type. Most end up becoming servants of fully blooded vampires, but others may choose to rebel against their bloodline and hunt down their undead brethren to serve the greater good.", + "Most notable half-vampires keep their heritage secret, the reveal of which may make a great twist or plot point in your campaign. Meanwhile, half-vampires that openly embrace their bloodline typically become leaders and warlords amongst the normal humanoids of their kind, whether due to their Charm ability, their natural charismatic nature, or both." + ] + }, + { + "type": "entries", + "name": "Half-Vampire Template", + "entries": [ + "Only a humanoid can be born as a half-vampire, although the DM may allow creatures of other types to be half-vampires as appropriate. When a living creature (referred to as the base creature) is born as a half-vampire, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The half-vampire's Charisma score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Damage Resistances", + "entries": [ + "The half-vampire gains resistance to necrotic damage." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The half-vampire gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the half-vampire does not gain darkvision." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The half-vampire gains the traits below.", + { + "type": "entries", + "name": "Regeneration", + "entries": [ + "The half-vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the half-vampire takes radiant damage, this trait doesn't function at the start of the half-vampire's next turn." + ] + }, + { + "type": "entries", + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the half-vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The half-vampire gains the action options below.", + { + "type": "entries", + "name": "Multiattack", + "entries": [ + "The half-vampire makes two claw attacks. It can substitute one of these attacks with a bite attack." + ] + }, + { + "type": "entries", + "name": "Bite", + "entries": [ + "If the base creature already has a Bite action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals piercing damage to one target that is grappled by the half-vampire, {@condition incapacitated}, or {@condition restrained}. The damage dice of the attack is equal to one of the half-vampire's hit dice.", + "The target also takes necrotic damage equal to two of the half-vampire's hit dice. The target suffers health drain equal to the necrotic damage taken, and the vampire regains hit points equal to that amount." + ] + }, + { + "type": "entries", + "name": "Claws", + "entries": [ + "If the base creature already has a Claw or Claws action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals slashing damage to one target, with its damage dice being equal to one of the half-vampire's hit dice. Instead of dealing damage, the half-vampire can {@condition grappled|PHB|grapple} the target (escape DC 10 + the half-vampire's Strength modifier)." + ] + }, + { + "type": "entries", + "name": "Charm", + "entries": [ + "The half-vampire targets one humanoid it can see within 30 feet of it. If the target can see the half-vampire, the target must succeed on a Wisdom saving throw (DC 8 + the half-vampire's proficiency bonus + its Charisma modifier) against this magic or be {@condition charmed} by the half-vampire. The charmed target regards the half-vampire as a trusted friend to be heeded and protected. Although the target isn't under the half-vampire's control, it takes the half-vampire's requests or actions in the most favorable way it can.", + "If the half-vampire or the half-vampire's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the half-vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Half-Vampire Gnoll Pack Lord", + "source": "LM", + "_copy": { + "name": "Half-Vampire", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "The hyena-headed figure standing before you has a particularly feral appearance, its muscular hands clenched tightly around a glaive." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "The half-vampire gnoll pack lord acts mostly as a normal pack lord would. It isn't smarter or physically stronger than the average pack lord, but the martial prowess being a half-vampire grants alongside the ability to charm other gnolls allows a half-vampire gnoll pack lord to lead its pack more strictly and effectively than the typical pack lord ever could." + ] + } + ] + } + } + } + }, + { + "name": "Hooded Pupil", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Hooded Pupil", + "entries": [ + "A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life.", + "Hooded pupils usually are found serving an \"apprenticeship\" with a more powerful intelligent undead. The undead master sometimes has need for living servants to advance its ends in societies of the living. On the other hand, the living pupil sees firsthand what it means to fully embrace the darkness.", + "Hooded pupils are usually only created when a powerful undead bequeaths a secret of necromancy to one who accepts its truth. As testament to their apprenticeship, hooded pupils are most often dressed in some sort of ominous hooded mantle.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "As apprentices of intelligent undead, hooded pupils usually stick close to their master, watching as they proceed with their experiments or advance their plans. On occasion, a hooded pupil might be sent out to gain some real world experience or to carry out a delicate stage of its master's plans. If the party encounters the pupil during such a stage, the pupil will most likely attempt to retreat and inform its master of this threat.", + "On occasion, a hooded pupil might act on its own due to the destruction or unavailability of its master. Orphaned pupils like these use the skills they learned to become leaders of cults and other organizations that serve the interests of their master, posthumously or otherwise." + ] + }, + { + "type": "entries", + "name": "Hooded Pupil Template", + "entries": [ + "Only a humanoid or giant may become a hooded pupil, although the DM may allow creatures of other types to become hooded pupils as appropriate. When a living creature (referred to as the base creature) becomes a hooded pupil, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The hooded pupil's Charisma score increases by 2, to a maximum of 22 and a minimum of 14." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The outermost layers of the hooded pupil's skin thickens into an all-encompassing yellow callus, granting the hooded pupil natural armor and a +2 bonus to AC." + ] + }, + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The hooded pupil gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The hooded pupil gains a magical flying speed of 20 feet." + ] + }, + { + "type": "entries", + "name": "Skills", + "entries": [ + "The hooded pupil gains proficiency in Arcana and Religion." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The hooded pupil gains resistance to cold and necrotic damage." + ] + }, + { + "type": "entries", + "name": "Undying Nature", + "entries": [ + "The hooded pupil can hold its breath indefinitely, and it doesn't require food, water, or sleep. It also doesn't suffer from {@condition exhaustion|PHB}." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The hooded pupil gains the traits below.", + { + "type": "entries", + "name": "Innate Spellcasting", + "entries": [ + "The hooded pupil chooses four necromancy spells: one cantrip, one 1st-level spell, one 2nd or 3rd-level spell, and one 3rd or 4th-level spell. It can cast the first two spells at will, the third spell twice per day, and the fourth spell once per day. Charisma is the hooded pupil's innate spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Unholy Weapons", + "entries": [ + "The hooded pupil's weapon attacks are magical. When the hooded pupil hits with any weapon, the weapon deals an extra 2d6 necrotic damage." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The hooded pupil gains one of the bonus action options below.", + { + "type": "entries", + "name": "Create Undead", + "entries": [ + "The hooded pupil magically summons a skeleton or zombie in an unoccupied space within 30 feet of it. Undead summoned in this way act on the same initiative count and follow the hooded pupil's order to the best of their ability. The hooded pupil can have up to five undead summoned by this ability at a time, and any undead summoned by this ability crumbles into dust after 1 minute." + ] + }, + { + "type": "entries", + "name": "Drink Blood (Recharge 5-6)", + "entries": [ + "The hooded pupil can suck or drink blood from the wounds of a creature within its reach that doesn't have all of its hit points. The creature must willing, grappled by the hooded pupil or one of its allies, incapacitated, or restrained. Roll a d6 a number of times equal to the base creature's Challenge Rating. The target takes necrotic damage and suffers health drain equal to the total, and the hooded pupil regains hit points equal to the damage dealt." + ] + }, + { + "type": "entries", + "name": "Shadow Form (Recharge 4-6)", + "entries": [ + "The hooded pupil magically transforms into an amorphous mass of darkness until the end of the turn. During this time, the hooded pupil is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the hooded pupil remain in its possession." + ] + }, + { + "type": "entries", + "name": "Weakening Burst (Recharge 5-6)", + "entries": [ + "The hooded pupil emits a burst of negative energy. Roll a d6 a number of times equal to half the base creature's Challenge Rating. Each living creature within 30 feet of the pupil takes necrotic damage equal to the total of the d6s (Constitution save for half, DC 8 + the hooded pupil's proficiency bonus + its Charisma modifier). If the saving throw fails by 5 or more, a target also can't regain hit points and has its speed halved until the end of the hooded pupil's next turn." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Hooded Pupil Ettin", + "source": "LM", + "_copy": { + "name": "Hooded Pupil", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "A smell like an open grave heralds this hulking figure. It is draped in ominous black folds, its features lost beneath a night-dark hood wide enough to conceal more than a single head." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "A hooded pupil ettin relishes its heightened abilities in combat, usually beginning any conflict by using the {@spell bestow curse} spell on the strongest looking enemy. Once threats are dealt with, it attempts to drink the blood of any smaller enemy it can grapple." + ] + } + ] + } + } + } + }, + { + "name": "Mummified Creature", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Mummified Creature", + "entries": [ + "Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning spirit of vengeance, hunting those who desecrated the site it was tasked to defend.", + "A mummy appears withered and desiccated, its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages. Symbols of the deity it once served often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Mummies can be used as a basic enemy type in a variety of situations. Mummies with an Intelligence score of 7 or less are typically used as servants for intelligent undead or otherwise end up being fodder for your party to deal with in a straightforward manner. The mummy's specific purpose ultimately depends on the reason behind its preservation, but all mummified creatures follow the specific instructions laid out by its creator when possible.", + "When a mummified creature has an Intelligence score of 8 or higher, its mental facilities are typically used to lead other mummies in order to carry out their master's instructions more effectively. Sometimes an exceptionally intelligent mummy can break free of the site it guards and become a powerful force of evil in its own right (see the sidebar below)." + ] + }, + { + "type": "entries", + "name": "Mummified Creature Template", + "entries": [ + "Only a Huge or smaller giant, humanoid, or monstrosity may become a mummified creature, although the DM may allow creatures of other types to be mummified as appropriate. When a living creature (referred to as the base creature) is transformed into a mummy, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The mummy is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The mummy's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The mummy gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The mummy's speed is reduced by 10 feet." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The mummy's Strength and Charisma scores are each increased by 2, to a maximum of 22 and to a minimum of 13. Its Dexterity and Intelligence scores are each decreased by 2, to a minimum of 4." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The mummy gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The mummy is also immune to necrotic and poison damage, and it is vulnerable to fire damage. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The mummy can't be {@condition charmed|PHB}, {@condition frightened|PHB}, {@condition paralyzed|PHB}, or {@condition poisoned|PHB}. It also doesn't suffer from {@condition exhaustion|PHB}." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The mummy gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the mummy does not gain darkvision." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The mummy loses any trait, such as Amphibious, that assumes a living physiology. The mummy might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the mummy retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The mummy gains the traits below.", + { + "type": "entries", + "name": "Mummy Rot", + "entries": [ + "When the mummy hits a creature with a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), the attack deals an additional 10 (3d6) necrotic damage, and the target must succeed on a Constitution saving throw (8 + the mummy's proficiency bonus + its Constitution modifier) or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@i remove curse} spell or similar magic." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The mummy gains the action options below.", + { + "type": "entries", + "name": "Multiattack", + "entries": [ + "If the base creature already had the Multiattack action, it can keep it; additionally, the mummy can forgo one attack per turn to use Dreadful Glare. Otherwise, the mummy can use its Dreadful Glare and makes one attack with its rotting fist." + ] + }, + { + "type": "entries", + "name": "Fist", + "entries": [ + "If the base creature already had a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it doesn't gain this action. Otherwise, this attack uses the mummy's Strength modifier to determine its attack bonus and damage. This attack deals bludgeoning damage to one target, with its damage dice being equal to two of the mummy's hit dice." + ] + }, + { + "type": "entries", + "name": "Dreadful Glare", + "entries": [ + "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Wisdom saving throw (DC 8 + the mummy's proficiency bonus + its Charisma modifier) against this magic or become {@condition frightened|PHB} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed|PHB} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." + ] + } + ] + } + ] + }, + { + "type": "inset", + "name": "From Free Mummy to Mummmy Lord", + "entries": [ + "When an intelligent mummy breaks free of the temple or tomb it guards, it becomes a free mummy that can wander anywhere of its own choosing. Since the threat of most mummies and mummy lords are confined to the site they were buried at, most organizations are unprepared for the rise of a free mummy and any army it creates. As such, even the most bitter organizations will find themselves putting aside their differences if it means that the free mummy is destroyed as soon as possible.", + "When a free mummy first emerges, its most likely course of action is to find a way to ascend to mummy lord status. Assuming its preserved heart has been lost to time along with its other organs, a free mummy will seek out the proper materials to craft an artificial heart. It then seeks out or reanimates a priest that can magically bind the mummy to its new heart.", + "However, this process tends to be imperfect, requiring the newly created mummy lord to sustain its heart with regular human sacrifices, much like a lich would require. The frequency of sacrifices begins to increase over time, and soon enough the mummy lord finds itself raising an army to slaughter settlement upon settlement in a desperate attempt to cling to its final remnants of unlife." + ] + } + ] + } + ] + }, + { + "name": "Mummified Ogre", + "source": "LM", + "_copy": { + "name": "Mummified Creature", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "A large figure covered in funeral wrappings appears before you. Large gaps between the wrappings reveals its severe lack of flesh, and the decayed state of its bones makes it clear that this being has been dead for a long time. The creature's wrappings and deterioration make it hard to identify, but its gait and loud roar are definitively those of an enraged ogre." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "In melee combat, a mummified ogre delivers a powerful blow. Even if it had no other abilities, its great strength and grim determination would make it a formidable opponent." + ] + } + ] + } + } + } + }, + { + "name": "Necromental", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Necromental", + "entries": [ + "A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Necromentals make great servants for spellcasters specialized in the schools of conjuration and necromancy. They also work well as enemies in the Elemental Chaos or on other planes of existence where humanoid undead aren't nearly as common.", + "While normal elementals won't treat them any differently, intelligent elementals and primordials have great disdain for necromentals and will attack them on sight." + ] + }, + { + "type": "entries", + "name": "Necromental Template", + "entries": [ + "Only an elemental may become a necromental. When an elemental (referred to as the base creature) is transformed into a necromental, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The necromental is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The necromental's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The necromental gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The necromental's Intelligence and Charisma scores are each halved, to a minimum of 1." + ] + }, + { + "type": "entries", + "name": "Damage Immunities", + "entries": [ + "The necromental gains immunity to necrotic and poison damage." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The necromental can't be {@condition poisoned|PHB} or unconscious. It also doesn't suffer from {@condition exhaustion|PHB}." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The necromental gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necromental does not gain darkvision." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The necromental gains the traits below.", + { + "type": "entries", + "name": "Create Spawn", + "entries": [ + "An elemental slain by the necromental rises as a necromental after 24 hours." + ] + }, + { + "type": "entries", + "name": "Life Draining Aura", + "entries": [ + "At the start of each of the necromental's turns, each creature within 15 feet of it must succeed on a Constitution saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifer) or take necrotic damage equal to two of the necromental's hit dice. A target also suffers health drain equal to the damage taken." + ] + }, + { + "type": "entries", + "name": "Touch of Death", + "entries": [ + "When the necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The necromental gains one of the action options below.", + { + "type": "entries", + "name": "Disrupt Life (Recharge 5-6)", + "entries": [ + "Each living creature within 15 feet of the necromental takes necrotic damage equal to four of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier)." + ] + }, + { + "type": "entries", + "name": "Steal Life (Recharge 5-6)", + "entries": [ + "The necromental sucks the life force out of everything within a 15-foot cone. Each living creature in the area takes necrotic damage equal to two of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier). The necromental regains hit points equal to the total damage dealt to all targets." + ] + }, + { + "type": "entries", + "name": "Weaken (Recharge 5\u20136)", + "entries": [ + "The necromental targets one or more living creatures it can see within 10 feet of it. Each target must make a Wisdom saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifier) against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute (save ends)." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Earth Necromental", + "source": "LM", + "_copy": { + "name": "Necromental", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "This walking pile of crumbling earth and stone radiates a palpable aura of death." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "An earth necromental smashes into combat like a typical earth elemental, though with even more devastating results, thanks to its necromantic abilities." + ] + } + ] + } + } + } + }, + { + "name": "Necropolitan", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Necropolitan", + "entries": [ + "Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration (see below).", + "A necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "While necropolitan aren't inherently evil, many factions in your campaign would seek to destroy them if they discovered the existence of these undead." + ] + }, + { + "type": "entries", + "name": "Necropolitan Template", + "entries": [ + "Only a humanoid, or monstrosity may become a necropolitan, although the DM may allow creatures of other types to become a necropolitan as appropriate. When a living creature (referred to as the base creature) is transformed into a necropolitan, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The necropolitan is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The necropolitan's Constitution score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Damage Immunities", + "entries": [ + "The necropolitan is immune to cold, necrotic, and poison damage." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The necropolitan can't be {@condition charmed|PHB}, {@condition frightened|PHB}, {@condition paralyzed|PHB}, or {@condition poisoned|PHB}. It also doesn't suffer from {@condition exhaustion|PHB}." + ] + }, + { + "type": "entries", + "name": "Skills", + "entries": [ + "The necropolitan gains expertise with two skills of its choice, which means its proficiency bonus is doubled for any ability check it makes with it." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The necropolitan gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necropolitan does not gain darkvision." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The necropolitan loses any trait, such as Amphibious, that assumes a living physiology. The necropolitan might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional traits as described in the sections below. Otherwise, the necropolitan retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The necropolitan gains the traits below.", + { + "type": "entries", + "name": "Aversion of Radiance", + "entries": [ + "If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + }, + { + "type": "entries", + "name": "Clarity of Death", + "entries": [ + "The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." + ] + }, + { + "type": "entries", + "name": "Magic Resistance", + "entries": [ + "The necropolitan has advantage on saving throws against spells and other magical effects." + ] + }, + { + "type": "entries", + "name": "Negative Energy Absorption", + "entries": [ + "Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt." + ] + }, + { + "type": "entries", + "name": "Turn Resistance", + "entries": [ + "The necropolitan has advantage on saving throws against effects that turn undead." + ] + }, + { + "type": "entries", + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead." + ] + } + ] + } + ] + }, + { + "type": "inset", + "name": "Ritual of Crucimigration", + "entries": [ + "Any humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.", + "{@b The Ritual:} The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back-the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.", + "The ceremony lasts for 24 hours\u2014the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner's last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.", + "If the ritual is interrupted before it is completed, the petitioner is merely dead." + ] + } + ] + } + ] + }, + { + "name": "Necropolitan Mage", + "source": "LM", + "_copy": { + "name": "Necropolitan", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "This withered humanoid has eyes so blue they are more accurately described as white, as if drained of color and life. The figure wears severe black clothing and clutches a thin wand in one gnarled hand." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "This necropolitan acts much like a typical mage, though it focuses its attacks on any character prominently displaying a holy symbol or otherwise appearing to be a cleric or paladin." + ] + } + ] + } + } + } + }, + { + "name": "Swarm-Shifter", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Swarm-Shifter", + "entries": [ + "The vampire that explodes into a flock of bats, the mummy that crumbles into a pile of scorpions\u2014these are swarm-shifters, undead that have been granted the dark power to become swarms.", + "A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their form of undeath.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "The swarm-shifter template is primarily a mechanical tool to make an encounter memorable, rather than a narrative tool to make unique villains. However, the ability to turn into a swarm may also allow an undead to easily spy or scout out areas without being detected.", + "Swarm-shifters are also adept at using their swarm form to escape, which can be used to establish reoccurring villains in your campaign." + ] + }, + { + "type": "entries", + "name": "Swarm-Shifter Template", + "entries": [ + "Only an undead creature can become a swarm-shifter. When an undead (referred to as the base creature) becomes a swarm-shifter, it gains the Shapechanger trait below. Note that unlike most templates, an undead can potentially acquire this template more than once, gaining a new swarm option with each application.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "The swarm-shifter can use its bonus action to polymorph into a swarm of undead creatures, chosen from the list of options below when this template was applied. The swarm-shifter can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The swarm-shifter reverts to its true form if it dies or falls unconscious. The swarm-shifter can revert to its true form using a bonus action on its turn.", + "While in a new form, the swarm-shifter retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks. It loses any attack that relies on the use of its equipment or normal body, and it can cast its spells with verbal or somatic components in its new form.", + "The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. The swarm-shifter can choose to use one of its normal attack bonuses or saving throw DCs in place of an attack bonus or saving throw DC of the new form, respectively. Additionally, the swarm-shifter can choose to keep its original size, or it can become the size denoted in the new form's statistics." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Swarm Options", + "entries": [ + "When selecting a swarm-shifter option, any swarm of Tiny beasts or undead with an Intelligence score of 5 or less may qualify. In addition, the stat blocks below are designed to work well in tandem with the swarm-shifter template:", + { + "type": "list", + "items": [ + "{@creature Bloodmote Cloud|LM}", + "{@creature Swarm of Leeches|LM}", + "{@creature Swarm of Scorpions|LM}", + "{@creature Swarm of Tomb Motes|LM}", + "{@creature Swarm of Worms|LM}" + ] + } + ] + } + ] + } + ] + }, + { + "name": "Scorpion-Shifter Mummy", + "source": "LM", + "_copy": { + "name": "Swarm-Shifter", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "A skittering swarm of scorpions five feet across approaches you. The swarm contracts, merging together and compacting. Suddenly, it coalesces into a withered corpse in funeral wrappings." + ] + }, + { + "name": "Combat", + "type": "entries", + "entries": [ + "A scorpion-shifter mummy acts much like a regular mummy. It typically prefers to fight while in swarm form, but it may transform back if it is {@condition bloodied|LM}. It may also transform into a swarm as a method of escape; while its swarm form is even slower than its mummy form, its Swarm trait allows it to escape via small openings that its mummy form wouldn't fit through." + ] + } + ] + } + } + } + }, + { + "name": "Umbral Creature", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Umbral Creature", + "entries": [ + "Like shadows, umbral creatures are creatures of living darkness. They hate life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents.", + "An umbral creature looks like a shadowy version of a material creature, and it may easily be mistaken for a living creature from the Plane of Shadow. Umbral creatures are diffi cult to see in dark or gloomy areas, but they stand out starkly in brightly illuminated places.", + "Natural enemies of all that live, umbral creatures are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them.", + { + "type": "entries", + "name": "Umbral Creature Template", + "entries": [ + "Only an aberration, dragon, giant, beast, or monstrosity may become an umbral creature; humanoids become {@creature shadow|MM|shadows} instead. When a living creature (referred to as the base creature) becomes an umbral creature, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The umbral creature is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The umbral creature's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The umbral creature's walking speed increases by 10 feet, and it loses all other forms of movement." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The umbral creature's Dexterity score increases by 2, to a maximum of 22 and a minimum of 14. However, if its Strength score is higher than its new Dexterity score, the umbral creature's Dexterity rises to match its Strength. Its Strength score is then halved, to a minimum of 1." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The umbral creature has the same vulnerabilities, resistances, and immunities as a {@creature shadow}. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The umbral creature can't be {@condition frightened|PHB}, grappled, {@condition paralyzed|PHB}, petrified, {@condition poisoned|PHB}, prone, or restrained. It also doesn't suffer from {@condition exhaustion|PHB}." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The umbral creature gains {@sense darkvision} out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. The umbral creature loses all other senses." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The umbral creature loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The umbral creature might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the umbral creature retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The target gains the following traits.", + { + "type": "entries", + "name": "Amorphous", + "entries": [ + "The umbral creature can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "type": "entries", + "name": "Create Spawn", + "entries": [ + "When a non-evil humanoid is slain by the umbral creature, a shadow rises from its corpse 1d4 hours later." + ] + }, + { + "type": "entries", + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the umbral creature can take the Hide action as a bonus action, and its proficiency bonus is doubled for any check it makes using the Stealth skill." + ] + }, + { + "type": "entries", + "name": "Strength Drain", + "entries": [ + "When the umbral creature deals damage to a creature, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." + ] + }, + { + "type": "entries", + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the umbral creature has disadvantage on attack rolls, ability checks, and saving throws." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The target gains the following action option.", + { + "type": "entries", + "name": "Withering Touch", + "entries": [ + "If the base creature already had access to a melee weapon attack, it doesn't gain this action; if the attack is made with a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it deals necrotic damage instead of its normal damage type, while if it is made with a manufactured weapon, the attack deals additional necrotic damage equal to one of the umbral creature's hit dice. Otherwise, this attack uses the umbral creature's Dexterity modifier to determine its attack bonus and damage. This attack deals necrotic damage to one creature, with its damage dice being equal to two of the umbral creature's hit dice." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Umbral Displacer Beast", + "source": "LM", + "_copy": { + "name": "Umbral Creature", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "quote", + "entries": [ + "A murky, vaguely feline shape crouches before you." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "Umbral displacer beasts rely on their incorporeal-esque nature and their natural displacement to avoid most attacks. Due to their limited Intelligence, they don't typically take full advantage of their abilities, such as focusing targets with less Strength in an attempt to kill them first." + ] + } + ] + } + } + } + }, + { + "name": "Dregoth, the Dread King", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Dregoth, the Dread King", + "entries": [ + "Beneath Giustenal's ruins, a dark master bides his time. Dregoth's people treat him like a god, and the Dread King rules his reborn city in absolute secrecy. He burns for vengeance against the other sorcerer-kings of Athas, who slew him centuries ago but neglected to prevent his fell rebirth.", + { + "name": "Lore", + "type": "entries", + "entries": [ + "Characters do not know the following lore, as Dregoth's continued existence remains a secret to all.", + "After millennia, Dregoth still covets godhood. He has succeeded at godlike tasks, such as the adoption of a dragonlike aspect and the creation of the dray (dragonborn) as his chosen people. In the past, however, his naked ambition unnerved Athas's other sorcerer-kings.", + "Abalach-Re warned the other city-states' overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts.", + "The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. He led his loyalists to a cavern far beneath the surface. The site had been prepared for a settlement during a bygone era, but it was never occupied. Dregoth required all inhabitants of New Giustenal\u2014slave and citizen, noble and templar\u2014to undergo the dragonborn transformation. The Dread King believes the worship and devotion of this new race will bring him deific apotheosis.", + "Dregoth is a lichlike kaisharga, and his soul resides in a hidden phylactery in New Giustenal. If slain, he rises again in three days, a secret none but his high priest {@creature Absalom|LM} knows." + ] + }, + { + "name": "New Giustenal", + "type": "entries", + "entries": [ + "Giustenal rests on the edge of the Silt Sea, its ruins bleached like scattered bones, and just as dead. The land around the forlorn ruins abounds with life, varied terrain, and danger. Giustenal's dark shadow has stained the lives and lore of the folk that surround its silt-covered walls, and the eerie winds that whistle through its abandoned spires evoke the haunting melodies of their legends.", + "After his death and rebirth, Dregoth led the survivors of Giustenal to a cavern far below the surface of Athas. While this cavern had been prepared for a halfling settlement during the Blue Age, it was never occupied. Dregoth and his followers found an empty paradise waiting to be filled.", + "Nothing in New Giustenal is as stark or oppressive as Dregoth's Dread Palace in the northern section of the city. The stone of its walls is blackest obsidian, and the bones of great wyrms decorate much of its surface.", + "For more information, see the 2nd Edition box set {@i City by the Silt Sea}." + ] + } + ] + } + ] + }, + { + "name": "Dregoth", + "source": "LM", + "_copy": { + "name": "Dregoth, the Dread King", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "name": "Combat", + "type": "entries", + "entries": [ + "Dregoth spends most of his time in a {@creature Dregoth (Kaisharga Form)|LM|kaisharga form}; he appears as a gray-scaled, dragonlike humanoid whose eyes burn with green fire, but often disguises as a typical dray to blend in with the masses. However, this only gives way to his {@creature Dregoth (Dragon Form)|LM|true form}, an undead dragon with wings, scales, a tail, claws, and a devastating breath weapon. This form was badly damaged by the attack of the sorcerer-kings. So, Dregoth's wings are torn, his body still wears the wounds inflicted upon it, and gaping holes show exposed bone in many places. The armored skin that remains is stretched thinly over the skeleton beneath.", + { + "name": "Kaisharga Form", + "type": "entries", + "entries": [ + "In his first form, Dregoth is a fearsome spellcaster, using his strongest spells first via his legendary actions to take out threats as soon as possible. For damage, he prefers to stay back and use Supreme Defiling, Drain Moisture, and Defiling Gaze while his undead minions draw the opponents' attention. If threatened in melee, he uses Telekinetic Movement and Telekinetic Backlash as repositioning tools, and uses his Multiattack with Paralyzing Attack to render them useless as soon as possible." + ] + }, + { + "name": "Dragon Form", + "type": "entries", + "entries": [ + "As an undead dragon, Dregoth is fearless, using Nightmare Travel to dive into the fray, Aura of Fear to send his foes running, and then Draconic Might and Telekinetic Slide to control the battlefield. He still possesses the spellcasting of his kaisharga form, however, and may use his action to cast any of his remaining spells if his Defiling Breath isn't available. When he can catch two or more creatures in it at once, he uses Psychic Crush on them and attacks his stunned opponents with advantage and without fear of reprisal." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Absalom", + "source": "LM", + "_copy": { + "name": "Dregoth, the Dread King", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + "Absalom was born human. He was selected as Dregoth's new high priest after Giustenal's fall. He was among the first survivors the undead sorcererking transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. Absalom preaches of the Dread King's godhood, but his true loyalty is to the dragonborn, or dray, of New Giustenal.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Absalom hurls insults at his fiercest enemy, marking it as the first to die. He starts combat attacking from range with his {@spell grave bolt|LM} and other spells, then using Baleful Teleport to reposition enemies into his Unmaking Breath. But Absalom is as much warrior as he is priest: once {@condition bloodied|LM}, he moves boldly amongst his foes, slashing at them with his claws and empowered by his Enfeebling Smite. He saves his fell attacks for opponents that threaten his king or his people, otherwise preferring to use Psychic Leadership on his minions so that they may do the dirty work." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Kas, the Betrayer", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Kas, the Betrayer", + "entries": [ + "Long ago, when {@creature Vecna|LM} was still mortal, Kas was Vecna's most trusted lieutenant. He served Vecna faithfully for centuries, first as an evil human paladin and later as a vampire lord. Over time, Kas came to envy Vecna's power and began plotting against him. In the final ritual of Vecna's apotheosis, Kas struck out, hoping to become a god in Vecna's stead. Kas's attempt to destroy Vecna failed, but he did manage to sever Vecna's hand and cut out one of his eyes in the epic battle. So great was the fight that it destroyed Vecna's tower and flung Vecna and Kas across the planes. Kas's plot failed, though he retains his power.", + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check using the {@skill History} or {@skill Religion} skill.", + { + "type": "entries", + "entries": [ + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Kas is one of the most powerful humanoids who is not a deity. He is a powerful vampire lord and is rumored to have defeated several lesser deities and primordials. He commands armies of living and undead followers, and is worshiped and revered by vampires and debased mortals." + ] + }, + { + "name": "DC 25", + "type": "entries", + "entries": [ + "Kas is known also as Kas the Betrayer and is the sworn enemy of Vecna. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and eye, and though both survived the battle, each now seeks the other's destruction. Kas was once an evil paladin, and he still values some knightly principles. He is exceptionally proud and never forgets or forgives insults to him or his honor.", + "Two artifacts are associated with Kas, the {@item Sword of Kas} and the {@item Silver Mask of Kas|LM}. These items are no longer in his possession and now filter through the planes, corrupting those who are unfortunate enough to find them." + ] + }, + { + "name": "DC 30", + "type": "entries", + "entries": [ + "Kas regularly travels the planes, but he has two primary bases of operation. He commands a kingdom in the Shadowfell, where vampires rule over the living with an iron fist. This kingdom is tolerated by the Raven Queen, whom Kas has appeased by the sharing of information regarding Orcus and Vecna. Kas also spends time in a hidden mountainous keep within the Bleak Eternity of Gehenna. The keep is a stronghold of near total darkness with furnishings made from finely polished obsidian. Surrounding this keep is a moat fed by water from the River Styx. Some of the prisoners from Kas's kingdom within the Shadowfell are brought to the dominion as food for Kas and his allies who dwell there." + ] + } + ] + } + ] + }, + { + "name": "Castle Tovag", + "type": "entries", + "entries": [ + "Kas rules the domain of Tovag in the Demiplane of Dread, where his vampiric minions amass prisoner-soldiers and manufacture war machines in preparation for a final assault against The Whispered One. At its heart is Castle Tovag, a base operations fit for a true vampire king. There, he coordinates the movements of his servants across the planes and develops battle plans for defeating Vecna's minions." + ] + } + ] + } + ] + }, + { + "name": "Kas", + "source": "LM", + "_copy": { + "name": "Kas, the Betrayer", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "name": "Combat", + "type": "entries", + "entries": [ + "Kas has a twisted sense of honor that compels him to offer the appearance of a fair fight to any creatures he considers equals. He quickly dispatches challengers of obvious inferiority. Kas usually strikes first and without warning, and he attempts to subdue an opponent rather than kill it. He has no reservations about attacking an unarmed opponent, but the creature must have access to a nearby weapon. If a combatant proves a good challenge, Kas transforms the creature into a vampire spawn under his control after he defeats it.", + "Kas is cunning, having learned much of his craft from Vecna. He prefers to fight opponents in areas of darkness, where he has no risk of losing his regeneration. If outnumbered, Kas relies on spellcasting allies that can cast supportive spells on him to ensure victory. Kas revels in combat and tries to engage as many opponents as possible. However, even while engaging multiple foes, he retains wisdom and cunning. Kas is confident of his abilities but makes strategic retreats if necessary. In melee, he disengages with an enemy only long enough to cast {@spell command} or {@spell charm person} on them, which he makes sure to target on the opponent most skilled in melee." + ] + } + ] + } + } + } + }, + { + "name": "Blackstar Knight", + "source": "LM", + "_copy": { + "name": "Kas, the Betrayer", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + "Blackstar knights are undead spirits housed in vessels of animate black stone. Each knight serves Kas unswervingly, though stories of similar beings under the control of other creatures have begun to surface.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Blackstar knights use Death Mark on a single target and relentlessly pursue them using No Escape until either the target or the knight is destroyed, or until commanded by a superior to change its tactics. If ordered to defend a location or creature, it will use Brace to punish creatures that try to breach its defensive position." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Arcana} or {@skill History} skill.", + { + "name": "DC 25", + "type": "entries", + "entries": [ + "These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. The presence of blackstar knights and similar beings in the service of other masters aside from Kas supports the possibility that Kas's defenses have been compromised and his secrets revealed." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Osterneth, the Bronze Lich", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Osterneth, the Bronze Lich", + "entries": [ + "Known as the supreme seed of darkness and the Heart of the Whispered One, Osterneth is Vecna's mightiest servant. Osterneth is tasked with subverting governments, corrupting good people, and spearheading Vecna's takeover of the world.", + "In public, Osterneth appears as a seductive, aristocratic human female in her late twenties with dark hair and bronze skin. Her look of demure gentility is emphasized by a rich wardrobe and a charming smile that melts men's hearts. Claiming nobility from a distant land, Osterneth uses her guile and charisma to gain favor among the scions of high society. With their interest peaked, the Heart of the Whispered One then seduces the world's greatest leaders, bringing them willingly into the worship of Vecna.", + "In actuality, Osterneth is an ancient lich from a kingdom lost to memory; her true form is a fleshless skeleton of bronzed bones inlaid with soul gems. Within the empty cavity of her chest pulses the heart of Vecna, a shriveled relic preserved from the desiccated remains of Vecna's original body. The eyes of Osterneth's naked skull blaze with a prismatic radiance that creates a powerful glamour effect, hiding her true appearance from all but her most trusted servants.", + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check using the {@skill History} skill.", + { + "type": "entries", + "entries": [ + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Osterneth is a beautiful, charming noblewoman educated in the arcane arts. She rarely speaks of her past, but claims descent from a distant family of aristocrats in a far-off kingdom." + ] + }, + { + "name": "DC 25", + "type": "entries", + "entries": [ + "Osterneth is very evasive when pressed for details of her past. A veil of mystery surrounds her, and some suspect she is more than she appears." + ] + }, + { + "name": "DC 30", + "type": "entries", + "entries": [ + "Osterneth's interest in magic is focused on the necromantic arts, though she feigns only mild interest. The disappearances of several people close to her has led to suspicion. Some claim she is involved in a cult of some kind." + ] + } + ] + } + ] + }, + { + "name": "Social Encounters", + "type": "entries", + "entries": [ + "In social situations where she presents as herself, Osterneth uses her keen intuition and superior observation skills to find the right strings to pull. She toes a fine line between impressing her targets with her intelligence and flattering them with compliments, preferring to downplay herself if it means a target can be lured into thinking they are superior and thus are more willing to flaunt all of the cards they hold." + ] + }, + { + "name": "Summit of Truth", + "type": "entries", + "entries": [ + "While they normally communicate via spells like {@spell sending}, leaders of cults dedicated to the Maimed God gather once per year for the reclusive \"Summit of Truth\" hosted by Osterneth, where they provide updates on their countless schemes and plots, exchange magical items and lore, and coordinate cooperation between multiple cult cells. Hosted in a long forgotten temple of Ioun and protected against divination magic by powerful wards, the Summit of Truth is the only place the various cults of Vecna can guarantee absolute privacy from even the gods themselves.", + "Osterneth's phylactery is a decapitated statue of Ioun placed in the central courtyard of the temple\u2014after all, nobody would suspect a servant of Vecna to use his rival's image as their source of eternal unlife. At every summit, Osterneth brings her collection of captured souls and feeds them to her phylactery, providing her enough sustenance for the next year to come. The statue appears nonmagical due to a {@spell Nystul's magic aura} spell cast on it, but can be identified for what it is after 10 minutes of careful study and a successful DC 25 Intelligence ({@skill Arcana}) check. One of the conditions for destroying the phylactery includes restoring the head of the statue, whether by reattaching the original head or by constructing a sufficient replacement (e.g. using {@spell stone shape})." + ] + } + ] + } + ] + }, + { + "name": "Osterneth", + "source": "LM", + "_copy": { + "name": "Osterneth, the Bronze Lich", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "name": "Combat", + "entries": [ + "Osterneth relies heavily on the presence of undead allies, using them as meat shields via Redirect Attack and positioning tools via Transposition. She starts combat by attempting to dominate one of the party's melee combatants, spending her action on subsequent turns to cast a spell or to use Void Lightning if it is available, and then using {@spell mislead} and the terrain around her to hide via Cunning Action.", + "If threatened in melee, Osterneth uses her Paralyzing Touch to paralyze the threat or Luring Glare to move them away from her. While her Shadow Rays are viable enough to use for damage instead of her other spells, Osterneth is always on the lookout for opportunities to catch at least three enemies in a {@spell fireball} or to use {@spell power word kill} to remove a threat from the board." + ] + } + ] + } + } + } + }, + { + "name": "Ascetic of Vecna", + "source": "LM", + "_copy": { + "name": "Osterneth, the Bronze Lich", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + "Wearing only a death shroud, the ascetic of Vecna is a true devotee of the Undying King. An ascetic of Vecna spends its existence contemplating the Maimed God's secrets. The only break from its meditation occurs when the ascetic ventures into the world to collect esoteric knowledge. An ascetic of Vecna is so devoted to the acquisition of knowledge that it fights or kills others to obtain even a minor piece of information. One of these mages gladly exchanges its life to uncover knowledge for its sinister master.", + "Osterneth works with a circle of powerful ascetics to amass occult lore in the name of The Undying King. These ascetics use spiritual projections to direct the cults they lead while their true selves remain in silent contemplation within hidden chambers known only to other members of the circle, only emerging once per year to gather for the Summit of Truth or to bare arms in dire circumstances.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Ideally, an ascetic of Vecna never has to fight at all\u2014it typically remains locked away in a meditation chamber hidden away from prying eyes, using Dream Stride to direct its underlings' activities and to destroy any possible threats as soon as possible. If a confrontation is inevitable, it will use {@spell clairvoyance}, {@spell find familiar}, and {@spell scrying} to gather as much information on its enemies' numbers and capabilities.", + "In combat, the ascetic will focus on the melee threats while its minions try to attack any ranged attackers from behind; it uses Crushing Bludgeon and {@spell telekinesis} to interfere with their movements, and it assaults them with Mind Cannon knowing that their mental defenses are probably weak. Ideally catching at least two opponents in the area, it uses Creeping Rot when possible to drain their hit points over time." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Tenebrous, the Shadow of Orcus", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Tenebrous, the Shadow of Orcus", + "entries": [ + "Just before ascending to godhood, the demon lord {@creature Orcus|MPMM} was murdered. Rising as an undead god deep within the Astral Sea, Tenebrous sought to enact vengeance on his usurpers and to reacquire the {@item Wand of Orcus} so that he may resurrect as a true demon god of the unliving.", + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check using the {@skill History} or {@skill Religion} skill.", + { + "type": "entries", + "entries": [ + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Orcus is a massive, bloated demon prince\u2014bloated on spite, bile, and contempt. His worship had spread so far that he was on the cusp of godhood, but with his wars against {@creature Demogorgon|MPMM} and {@creature Graz'zt|MPMM} waning, he became complacent and was murdered and deposed." + ] + }, + { + "name": "DC 23", + "type": "entries", + "entries": [ + "But then Orcus rose from the dead as an undead god and took the name Tenebrous, hiding in the shadows, waiting to take his revenge." + ] + }, + { + "name": "DC 26", + "type": "entries", + "entries": [ + "Tenebrous sought the {@item Wand of Orcus} so that he may resurrect as a true deity, wandering the planes and slaying other gods along the way using an ancient power known as the Last Word. At one point, he slew Primus and assumed his identity, sending his modrons across the planes in the Great Modron March in search of the wand." + ] + }, + { + "name": "DC 29", + "type": "entries", + "entries": [ + "Orcus revitalized his wand, and with its strength initiated a spell of {@spell resurrection} cast by one of his last faithful servants, the half-ogre Quah-Namog. Heroes from the Material Plane seemingly disrupted this ceremony at the eleventh hour, causing Orcus to rise not as a god of undeath, but as the demon lord he once was." + ] + } + ] + } + ] + }, + { + "name": "Oblivion's Gate", + "type": "entries", + "entries": [ + "While not wandering the planes or assuming the identity of a deity he has slain, Tenebrous resides in Oblivion's Gate, an ancient citadel positioned at a planar crossing between the Astral Sea and the Negative Energy Plane. Built by an unknown race of immortals in the time before the dominance of the gods, knowledge of this citadel's existence was lost during the Dawn War, making it the perfect site for Tenebrous to dwell without the risk of being detected by interlopers." + ] + } + ] + } + ] + }, + { + "name": "Tenebrous", + "source": "LM", + "_copy": { + "name": "Tenebrous, the Shadow of Orcus", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "name": "Combat", + "entries": [ + "The stat block presented here represents the full might of the undead deity Tenebrous in his prime. If Tenebrous was already destroyed in your world, perhaps a lingering shadow of his former glory, equivalent in strength to Tenebrous's avatar, may still wander the planes in search of power to amass and deities to slay.", + { + "name": "Tactics", + "type": "entries", + "entries": [ + "Tenebrous doesn't fight fairly: he seeks to overwhelm his foes with swarms of undead minions while he lurks in the shadows, only emerging from stealth to unleash a furious assault when he knows he wouldn't be attacked in return.", + "On his turn, Tenebrous will generally use {@spell circle of death} to damage multiple party members at once, opting to use Multiattack for single target damage if a particular character is a more urgent threat than the others that round. If his Finger of Doom is available, he uses it to guarantee critical hits with his Claw attacks in melee against a paralyzed victim.", + "Tenebrous prefers spending his legendary actions on {@spell eyebite} and {@spell telekinesis}, inflicting conditions that prevent the party from pursuing him as he teleports away. Tenebrous knows that combat is a game of attrition, and is not afraid of dragging out the fight if it means ensuring victory. The party's best chance of defeating Tenebrous is to lay a trap or to otherwise force a particular choice of arena that leaves Tenebrous exposed with few hiding spots.", + "Master of Undeath is usually the mythic trait Tenebrous activates first; an example of what he might summon is two {@creature beholder zombie|mm|beholder zombies} and two {@creature deathlock|mpmm|deathlocks} to provide ranged attacks and debuffs, two {@creature slaymate|LM|slaymates} riding the beholder zombies to make them {@condition invisible}, and an {@creature ogre zombie} to act as a tank. These undead aren't enough to challenge the party by itself, but between Bolster Minions being used to buff them, any other undead that were already present before the battle began, and Tenebrous himself, the undead from this ability can quickly overwhelm the party.", + "Tenebrous also uses Elude the Living to create hiding spots for himself and his minions to hide, since they are not affected by the magical darkness. If threatened in melee by multiple combatants, he may use Destructive Burst to push them away.", + "Once both of his mythic traits are active, Tenebrous acknowledges the threat to his continued existence and may flee. If this is impossible, he will use Antilife Barrier to deter the party from pursuing him as he attempts to regenerate his hit points. If afflicted with a harmful condition or spell, he may use Consume Energy on any remaining minions, although this comes with the tradeoff of losing another body in the fight that could potentially draw attention from the party. When an opportunity presents itself, he will use Creeping Death to inflict necrotic vulnerability on as many party members as possible, following up with {@spell circle of death} or Grave Bolt as soon as possible." + ] + }, + { + "name": "Killing Tenebrous", + "type": "entries", + "entries": [ + "Since Orcus was killed before he could ascend to a true god, Tenebrous lacks the Discorporation trait that other gods possess, forcing him to act in the shadows so that his rivals do not band together to vanquish him.", + "However, if Tenebrous manages to become a true deity, here are some sample quests that can enable his demise once again.", + { + "name": "Orb of Light", + "type": "entries", + "entries": [ + "The {@item Orb of Light|LM}, the divine spark of a deity slain by Tenebrous, must be used to fight or kill him." + ] + }, + { + "name": "Raven Queen's Blessing", + "type": "entries", + "entries": [ + "An artifact stolen from the Raven Queen by the Demon Prince of Undeath must be returned to her in exchange for a divine blessing that allows Tenebrous to be vanquished." + ] + }, + { + "name": "Wand of Orcus", + "type": "entries", + "entries": [ + "The {@item Wand of Orcus} must be permanently destroyed, as described in the item's description." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Visage", + "source": "LM", + "_copy": { + "name": "Tenebrous, the Shadow of Orcus", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + { + "type": "quote", + "entries": [ + "This creature appears only somewhat solid, with a mostly shapeless body. Its only definite features include a pale, white, masklike face bearing a perpetual grin and a pair of particularly long and nasty claws." + ] + }, + "The visage is a devious undead creature that steals the identity of its victims to further its chaotic and evil aims. The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.", + "Though a visage appears incorporeal, it does not actually possess that quality. A visage isn't very dense, though, and only weighs about 75 pounds despite its size. In its normal form, it is sometimes mistaken for a wraith.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "Visages prefer subterfuge to overt combat, since their physical attacks aren't very threatening. They use their {@spell charm person}, {@spell dominate person}, and {@spell suggestion} spells to influence weak-willed individuals, hoping to draw them to places where they can finish them off secretly and assume their identities. Then, the visage uses this new identity to sow chaos and discord as long as possible." + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Vecna, the Whispered One", + "source": "LM", + "entries": [ + { + "type": "section", + "name": "Vecna, the Whispered One", + "entries": [ + "Vecna is known by many names: The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, and the Maimed God. These titles are but a few that describe the secretive and incomparably ambitious god. Little is known about Vecna's current ambitions, but that doesn't stop his cultists from developing their own plots.", + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check using the {@skill Religion} skill.", + { + "type": "entries", + "entries": [ + { + "name": "DC 10", + "type": "entries", + "entries": [ + "Vecna is the lord of undead, god of secrets, and patron of necromancers. He has tried many times to take over the world." + ] + }, + { + "name": "DC 15", + "type": "entries", + "entries": [ + "Two of Vecna's chief rivals are the Raven Queen and Orcus. Both claim dominion over death, though each, including Vecna, has a different vision of what the afterlife should be. Vecna believes that creatures should serve him in both life and death." + ] + }, + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Vecna once had a powerful lieutenant known as {@creature Kas|LM}. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and an eye, and though both survived the battle, each now seeks the other's destruction. Cultists of Vecna are on the lookout for the sword of Kas, fearing that the artifact might be used to slay their lord." + ] + }, + { + "name": "DC 25", + "type": "entries", + "entries": [ + "Vecna's {@item hand of Vecna|DMG|hand} and {@item eye of Vecna|DMG|eye} are powerful necromantic artifacts, constantly sought after by his followers so that they may reunite them with their rightful owner. To be used, the hand must be grafted to a humanoid's wrist where the hand has been severed. The eye must be placed in an empty humanoid eye socket.", + "Unlike many deities, Vecna has no fixed domain or location. He prowls the planes, searching for secrets. Most often, though, Vecna travels the Outer Planes, visiting the dominions of dead gods." + ] + } + ] + } + ] + }, + { + "name": "Whispering Tower", + "type": "entries", + "entries": [ + "Instead of ruling a divine realm, Vecna wanders the planes in search of forgotten artifacts and arcane lore to add to his vast, unknowable collection. However, he does own a hidden black tower within the Windswept Depths of Pandemonium, a cache of magical objects and tomes that represent a small fraction of what he truly possesses. Its aura of magical power drowned out by the howling winds of the plane surrounding it, adventurers that seek to defeat Vecna may attempt to find him here, although the preparations made by the Whispered One beforehand all but ensure the party's doom." + ] + } + ] + } + ] + }, + { + "name": "Vecna", + "source": "LM", + "_copy": { + "name": "Vecna, the Whispered One", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "name": "Combat", + "entries": [ + "As one of the smartest beings in the multiverse, Vecna is a hard being to find, let alone kill. The party's only hope is to somehow avoid getting on Vecna's radar, perhaps foiling his spies and divination with the help of an allied deity; even then, Vecna has contingencies in place in case anyone attempts to exploit this weakness of his.", + { + "name": "Tactics", + "type": "entries", + "entries": [ + "If given advanced notice, Vecna will prepare and pre-cast spells that are specifically tailored to the situation at hand. For example, he may use {@spell simulacrum} to create a duplicate of himself to keep the party distracted while he uses {@spell scrying} to observe the party's tactics in taking it down (if they can even manage that).", + "With an Intelligence score of 30, Vecna will generally be able to predict or identify the party's actions for what they are. There are no surprises when it comes to the god of evil secrets. That said, he holds onto his {@spell wish} spell for as long as possible, using it as a trump card in case the party does anything unexpected that may throw a wrench into his battle plans.", + "In a standard encounter, Vecna is a formidable ranged spellcaster, starting with a {@spell dominate monster} spell on the weakest-willed brute of the party and sending it to attack the spellcasters. Vecna knows that spellcasters will be his most dangerous opponents, so he always makes sure to focus on them with ranged abilities like {@spell circle of death}, {@spell finger of death}, Ray of Death, and Vile Curse. If threatened in melee, Vecna will use Teleport to get out of their reach; if Vecna possesses his Hand, he may be embolded and use Liquify Bones to reduce the melee combatant to 1 hit point.", + "By the time one of his mythic traits have been activated, Vecna will be accustomed to the party's tactics and will adjust accordingly. He generally uses the same tactics alongside the upgrades from Greater Teleport and Beam of Death; furthermore, he can use Dark Speech to blind a spellcaster, preventing them from targeting him with their spells.", + "With both mythic traits active, Vecna can rely on his Discorporation to survive and simply take revenge against the party another day; if the party has completed one of the quests that would enable his demise, he may choose to use {@spell wish} to teleport somewhere else using {@spell plane shift}. If he must fight to the death, he uses all of the tools at his disposal, including the use of Undying Grasp to teleport the party into a small area that he can barrage with Necrotic Web." + ] + }, + { + "name": "Killing Tenebrous", + "type": "entries", + "entries": [ + "While killing the god of evil secrets is a nigh impossible task, here are some sample quests that would enable his demise.", + { + "name": "Eye and Hand of Vecna", + "type": "entries", + "entries": [ + "The {@item Hand of Vecna} and {@item Eye of Vecna} must be found and destroyed. For example, the Hand may be in the possession of {@creature Arkhan the Cruel|BGDIA}, the champion of Tiamat." + ] + }, + { + "name": "Heart of Vecna", + "type": "entries", + "entries": [ + "{@creature Osterneth|LM}, the bronze lich, must be found and destroyed, and Vecna's heart must be recovered from her body and then also destroyed." + ] + }, + { + "name": "Sword of Kas", + "type": "entries", + "entries": [ + "The {@item sword of Kas}, the ancient weapon of Vecna's treacherous former lieutenant, must be used to fight or kill Vecna." + ] + } + ] + } + ] + } + ] + } + } + } + }, + { + "name": "Enigma of Vecna", + "source": "LM", + "_copy": { + "name": "Vecna, the Whispered One", + "source": "LM", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + { + "type": "entries", + "entries": [ + "Enigmas of Vecna are the shells of petitioners who have angered Vecna by sharing secrets or otherwise failing their secretive god. These strange humanoids use arcane magic to harry Vecna's enemies from afar. When injured, an enigma of Vecna transforms into a shrieking, clawed berserker.", + "In its normal form, an enigma of Vecna is a bald human with vague features. Enigmas usually wear simple robes, and each carries a dagger. Once {@condition bloodied|LM}, they undergo a horrific transformation. They sprout long claws, and reveal a fanged, twisted vistage as their skin falls away, leaving behind a flayed form.", + { + "name": "Combat", + "type": "entries", + "entries": [ + "In its initial form, enigmas keep away from the fray, using Shock Bolt and Memory Ripper to wear down foes.", + "Once a {@condition bloodied|LM} enigma completes its gruesome transformation, it leaps forward and engages the enemy in melee, the terrible display of its Horrific Visage causing enemies to recoil before the enigma uses its long, sharp claws to rend their flesh." + ] + }, + { + "name": "Lore", + "type": "entries", + "entries": [ + "A character knows the following information with a successful check made using the {@skill Religion} skill.", + { + "name": "DC 20", + "type": "entries", + "entries": [ + "Enigmas are found guarding places sacred to Vecna. They also travel with his honored servants, acting as bodyguards. They have the ability to shock an enemy and leave them shaken up." + ] + }, + { + "name": "DC 25", + "type": "entries", + "entries": [ + "Enigmas are actually horrid fiends bound in human form. If pressed in battle, they transform into shrieking, clawed berserkers." + ] + } + ] + } + ] + } + ] + } + } + } + } + ], + "legendaryGroup": [ + { + "name": "Dregoth", + "source": "LM", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Dregoth can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Channel Negative Energy", + "entries": [ + "Dregoth magically unleashes negative energy. Creatures within 60 feet of Dregoth can't regain hit points until initiative count 20 on the next round." + ] + }, + { + "type": "item", + "name": "Sense Life", + "entries": [ + "Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round." + ] + }, + { + "type": "item", + "name": "Telekinesis", + "entries": [ + "Dregoth uses psionics to cast {@spell telekinesis} (spell save DC 20) on an object that he can see in the lair, requiring no components. The spell requires no concentration and ends on the next initiative count 20." + ] + } + ] + } + ], + "regionalEffects": [ + "The tunnels of New Giustenal are warped by Dregoth's magic, which creates one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bravery", + "entries": [ + "Dray and undead in the region have advantage on saving throws against being charmed or frightened, and against features that turn undead (if relevant)." + ] + }, + { + "type": "item", + "name": "Continual Light", + "entries": [ + "Magical light suffuses the region, acting as dim light for dray and undead only." + ] + }, + { + "type": "item", + "name": "Undead Rebirth", + "entries": [ + "Humanoids that die in the region rise as {@creature skeleton|mm|skeletons} or {@creature zombie|mm|zombies} in the same space on initiative count 20 of the following round. Dray that die in this manner retain their memories, proficiencies, languages, and Intelligence, Wisdom, and Charisma saving throws." + ] + } + ] + } + ] + }, + { + "name": "Kas", + "source": "LM", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Kas can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Alter Gravity", + "entries": [ + "Until initiative count 20 of the next round, gravity in the lair is affected by a {@spell reverse gravity} spell, except that Kas can orient gravity in any direction. Kas can choose any number of targets to be unaffected by this effect." + ] + }, + { + "type": "item", + "name": "Bat Swarm", + "entries": [ + "A swarm of bats swoops through the lair, passing up to five creatures of Kas's choice. Each target must succeed on a DC 20 Constitution saving throw or be {@condition blinded} until initiative count 20 of the next round." + ] + }, + { + "type": "item", + "name": "Darkness", + "entries": [ + "Kas casts the {@spell darkness} spell four times, targeting different areas with the spell. Kas doesn't need to concentrate on the spells, which end on initiative count 20 of the next round." + ] + } + ] + } + ], + "regionalEffects": [ + "The dread domain of Tovag is suffused with powerful shadow magic, creating the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bat Infestation", + "entries": [ + "There is a noticeable increase in the population of bats in the region. Some of these bats may actually be familiars of Kas or his servants, reporting on the activities of living creatures in the region." + ] + }, + { + "type": "item", + "name": "Creeping Fog", + "entries": [ + "A creeping fog clings to the ground within most areas of Tovag, lightly obscuring the region. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents." + ] + }, + { + "type": "item", + "name": "Wandering Shadows", + "entries": [ + "Shadows cast within the region seem abnormally gaunt and sometimes move as though alive. While asleep, a living creature's shadow wanders off as an undead {@creature shadow} that seeks to fulfill an unknown purpose. If the creature wakes up, its shadow only returns after the creature is alerted to its absence by a successful DC 15 Wisdom ({@skill Perception}) check, at which time the undead shadow is destroyed." + ] + } + ] + } + ] + }, + { + "name": "Osterneth", + "source": "LM", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Osterneth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Conjure Walls and Doors", + "entries": [ + "Osterneth causes up to four doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none." + ] + }, + { + "type": "item", + "name": "Link Doors", + "entries": [ + "Osterneth causes up to four doors in the lair to magically link to an equal number of other doors of her choice, causing a creature that enters a doorway to exit the other doorway in its pair, and vice versa. While open, a doorway is obscured by black mist that prevents viewing of the doorway's exit." + ] + }, + { + "type": "item", + "name": "Programmed Illusion", + "entries": [ + "Osterneth casts the {@spell programmed illusion} spell somewhere in the lair. She can only maintain four of these illusions at a time." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the temple for the Summit of Truth is protected by powerful wards, creating the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "False Divination", + "entries": [ + "Creatures and locations within 6 miles of the temple can't be successfully targeted by any divination magic or perceived through magical scrying sensors. Attempts to do so instead yield misleading results, as determined by the DM." + ] + }, + { + "type": "item", + "name": "Foil Telepathy", + "entries": [ + "Telepathic communication does not work within 6 miles of the temple." + ] + }, + { + "type": "item", + "name": "No Teleportation", + "entries": [ + "Attempts to teleport to a location within 6 miles of the temple from outside the region instead lead to a similar temple on the opposite side of the continent, as determined by the DM. Teleportation from creatures already the region works normally." + ] + } + ] + } + ] + }, + { + "name": "Tenebrous", + "source": "LM", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Tenebrous can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Grasp of the Dead", + "entries": [ + "Tenebrous causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be {@condition restrained} until the arms disappear or until Tenebrous releases them (no action required)." + ] + }, + { + "type": "item", + "name": "Overwhelming Despair", + "entries": [ + "The surrounding negative energy threatens to overwhelm living creatures in the lair. Each target must succeed on a DC 20 Intelligence saving throw or be {@condition frightened} until initiative count 20 of the next round." + ] + }, + { + "type": "item", + "name": "Shriek of the Damned", + "entries": [ + "The spirits of the damned let out a terrible shriek. Each living creature in the lair must succeed on a DC 20 Charisma saving throw or be {@condition deafened} until initiative count 20 of the next round." + ] + } + ] + } + ], + "regionalEffects": [ + "Oblivion's Gate is affected by the planar magic of the Astral Sea and the Negative Energy Plane, creating one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ambient Negative Energy", + "entries": [ + "Due to the influence of the Negative Energy Plane, hit points regained by living creatures from any source are halved, death saving throws are made with disadvantage, and living creatures can't benefit from resistance to necrotic damage." + ] + }, + { + "type": "item", + "name": "Subjective Gravity", + "entries": [ + "Due to the influence of the Astral Plane, a creature's walking speed (in feet) is equal to five times its Intelligence score, and it can use this movement to fly in any direction." + ] + }, + { + "type": "item", + "name": "Suppressed Lighting", + "entries": [ + "Tenebrous's influence suppresses light in the area. Bright light in the area becomes dim light, and dim light in the area becomes darkness." + ] + } + ] + } + ] + }, + { + "name": "Vecna", + "source": "LM", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Vecna can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Glyph of Warding", + "entries": [ + "Vecna utters an incantation, and the lair creates a 3rd-level {@spell glyph of warding} spell (save DC 20) on a surface in an unoccupied space within 60 feet of him that triggers if a creature other than Vecna steps on it. If he chooses a spell rune, typical options include {@spell bestow curse} to weaken an opponent, {@spell darkness} to obstruct line of sight, or {@spell silence} to prevent verbal spellcasting in an area." + ] + }, + { + "type": "item", + "name": "Contingency", + "entries": [ + "Vecna speaks a command word, and the lair activates a contingency that allows Vecna to cast any spell of 5th level or lower on himself. Typical options include {@spell greater restoration} to remove debilitating effects, {@spell armor of Agathys} (5th level) or {@spell mirror image} to hamper a melee opponent, and {@spell protection from energy} to defend against a specific damage type." + ] + }, + { + "type": "item", + "name": "Telekinesis", + "entries": [ + "Instinctively following Vecna's dark will, the lair itself uses telekinesis to manipulate a creature or object, as the {@spell telekinesis} spell (save DC 20), lasting until intiative count 20 of the next round." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing Vecna's lair is warped by his dark magic, which creates one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "False Divination", + "entries": [ + "Divination spells cast within the lair by creatures other than Vecna have a {@chance 75|75 percent} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance becomes a guarantee." + ] + }, + { + "type": "item", + "name": "Maddening Whispers", + "entries": [ + "Creatures constantly hear faint, indecipherable whispering in their ear, imposing disadvantage on Intelligence and Wisdom checks." + ] + }, + { + "type": "item", + "name": "Whispered One's Gaze", + "entries": [ + "When a creature expends a spell slot while within 1 mile of the lair, Vecna can immediately cast {@spell scrying} on them (save DC 20)." + ] + } + ] + } + ] + } + ], + "cult": [ + { + "name": "Academy Necromica", + "source": "LM", + "page": 63, + "type": "Undeath", + "entries": [ + { + "type": "section", + "entries": [ + "The Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Xilian, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Xilian slowly built up the organization, hand-picking members from those who respected (or worshiped) the power of death and undeath. Soon she had a cadre of necromancers, evil priests, and professional killers.", + "But the Academy was infiltrated by a paladin named Rion, who used his knowledge of the group's inner workings to organize an assault by those who opposed them. Most of the Necromicans (as the Academy's members call themselves) were destroyed, and Xilian herself was on death's door when loyal minions spirited her away.", + "From the ashes of the Academy's worst failure came its first great success. Unable to repair Master Xilian's horribly broken body, the necromancers instead performed an unspeakable process upon her, turning her into a lich. With a newfound lease on unlife, Xilian swore vengeance upon her enemies. She knew that patience was her ally, and over the next century, quietly built up a secret but powerful organization dedicated to death and evil. Now, the time to strike approaches near, yet she hesitates, fearing the possibility of another setback.", + "Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Xilian, the Master of the Academy and a powerful necromancer in her own right. As the organization's founder and most powerful member, Xilian is possessed of a patience born of more than a century of unlife. She does not take unnecessary risks, though she also knows the value of personal involvement in times of crisis. She spends most of her time teaching the students of the Academy, as well as crafting long-range plans for the organization's future.", + "As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, specters, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more... hands-on.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Unless you run an evil-oriented campaign, the Academy Necromica probably works best as an adversary for your party. The characters might come across rumors of a ring of graverobbers or bodysnatchers, which in turn could lead them to discover the Academy's more vile activities. Alternatively, the Academy might target one of the party members as a likely candidate for vampirism or similar undead transformation, hoping that experiencing death will make the character friendlier to their aims. Or maybe one or more characters are aligned with the forces that brought Xilian and her Academy down the first time. If you have a non-good necromancer in the party, the Academy might even attempt recruitment, but only after confirming the character's disposition towards undeath.", + "It's probably best not to pit the character directly against the Academy at lower levels. The higher-ranking members (such as Xilian or {@creature Uther Kyush|LM}, described below) could certainly defeat a low-level party of adventurers singlehandedly, and neither would hesitate to eliminate a serious threat to the organization." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Members of the Academy Necromica learn various methods and techniques that allow them to enhance their magic and their ability to deal necrotic damage.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Grave Magic", + "entries": [ + "When the cultist casts a spell that deals damage, it can change the spell's damage type to necrotic." + ] + }, + { + "type": "entries", + "name": "Potent Necromancy", + "entries": [ + "Whenever the cultist deals necrotic damage, it can reroll the damage dice and use either total." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "After Master Xilian, the most respected member of the Academy is {@creature Uther Kyush|LM}, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two {@creature spies|mm|spy} and five {@creature thug|mm|thugs} that are led by one {@creature veteran}. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human {@creature necromancer|VGM}." + ] + } + ] + } + ] + }, + { + "name": "Blood Scion Heresy", + "source": "LM", + "page": 65, + "type": "Undeath", + "entries": [ + { + "type": "section", + "entries": [ + "The Blood Scion Heresy is one of a handful of so-called blood cults dedicated to the worship of vampire lords. Cult members willingly become thralls to these vampire lords.", + "The Blood Scion Heresy was founded on the principle that blood is a holy sacrament, and through its consumption the righteous will be blessed with eternal life. Particularly fervent worshipers have been known to sacrifice themselves in an unholy ritual that results in their transformation into {@creature blood amniote|LM|blood amniotes}.", + "A cult cell attempts to limit its membership to twenty-five members in any given city. If the cell were to grow larger, the presence of so many vampires could be difficult to conceal. At the top is a high preceptor, one of many vampire lords that hold positions of responsibility within the Blood Scion Heresy. Espousing secrecy above all, these preceptors enforce strict rules that dictate when and where the thralls can feed, so that hunting does not attract undue attention. They also preach the tenets of the cult and are charged with recruiting new members into the organization.", + "The cult has no true leader, but the Masked One is seen as the organization's ultimate authority. Beyond the Masked One and his high preceptors, the Blood Scion Heresy has no hierarchy and is a disorganized amalgamation of landed lords and petty nobles jockeying for positions of favor within the society.", + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Through forbidden knowledge, vampiric corruption, and unholy worship, members of the Heresy use blood magic to steal and weaken the life force of living creatures while simultaneously invigorating their own.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blood Call (Reaction)", + "entries": [ + "When a creature within 20 feet of the cultist takes necrotic damage, the cultist regains a number of hit points equal to its Constitution modifier plus its Challenge Rating. Any excess healing is gained as temporary hit points." + ] + }, + { + "type": "entries", + "name": "Blood Storm (Bonus Action; Recharge {@dice d6|5-6})", + "entries": [ + "The cultist unleashes a storm of blood in an aura around it out to a radius of 20 feet. The storm lasts until the end of its next turn and lightly obscures the area. Until the end of the cultist's next turn, the cultist and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "A bitter, nihilistic creature, {@creature Godfrey|LM} is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the Blood Scion Heresy. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey prefers to use enchantment and illusion magic in combat, and finds great pleasure in forcing even the most righteous and noble of enemies to fight each other." + ] + } + ] + } + ] + }, + { + "name": "Eyes of Vecna", + "source": "LM", + "page": 67, + "type": "Undeath", + "entries": [ + { + "type": "section", + "entries": [ + "Though the members of this order claim it was founded by the lich Vecna before his ascension to godhood, this declaration seems apocryphal. Regardless of the truth, members of this order venerate the deity of secrets as their divine patron. Their aim is to keep knowledge out of the hands of those undeserving to have it. At the lowest levels, this takes the form of the theft (or destruction) of books and scrolls from personal libraries, but can include kidnapping and murder if necessary.", + "To join the Eyes of Vecna, one must prove one's worth by stealing or destroying an item of forbidden knowledge (such as a rare tome). Beings of evil alignment are strongly preferred, since the Eyes of Vecna must never place the well being of others before the group's own nefarious goals.", + "The Eyes of Vecna is organized into cells of 14 ({@dice 4d6}) members. Most large cities and metropolises have one (or sometimes more than one) cell secreted somewhere within them, but individual cells maintain their independence from one another regardless of geographical proximity. Cell leaders are usually evil necromancers or diviners or clerics of Vecna, typically of CR 6 or higher. Rogues and bards are common members, and the order numbers many warriors, experts, and fighters among their ranks as well.", + "Above the cells sit more powerful leaders, who orchestrate the activities of cells throughout a region (often without the cells even realizing they are being influenced by an outside power). These leaders are typically CR 11 or higher, and some are undead creatures themselves (such as vampires or liches). These leaders often use weaker undead as lackeys or bodyguards, since such creatures tend to be good at keeping secrets. Stories that the organization's leaders amputate their left hands and put out an eye to ascend to this level of power are unproven.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "The Eyes of Vecna make a great long-term opponent for the characters of your campaign. At low levels, the party might unintentionally thwart the theft of a rare book from a temple or aristocrat's library, gaining the thanks of the owner and the attention of the Eyes. Later, characters tasked with recovering stolen property or finding a kidnapped sage could trace their way to a cell's headquarters, perhaps even quashing the cell itself. This, of course, draws the ire of the higher-ranking members, which might make the characters the next target. At higher levels, the characters could tangle with the leaders themselves.", + "As a result of their activities, the organization has a vast storehouse of rare knowledge, granting them access to sensitive information that many others aren't even aware of. Thus, if your party lacks crucial knowledge that they need in order to achieve their goals, one of their options is to somehow acquire it from the Eyes of Vecna" + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Whether they learn these techniques from the knowledge they hoard or are blessed by The Whispered One himself, members of the Eyes of Vecna learn new spellcasting techniques from their acquired knowledge and are adept at hiding themselves and their secrets from unworthy spies.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "", + "entries": [ + "If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. The cultist can cast that spell at its lowest level at will." + ] + }, + { + "type": "entries", + "name": "Veil of Secrecy", + "entries": [ + "The cultist can't be targeted by any divination magic or perceived through magical scrying sensors." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Cyranthus|LM} is a cell leader working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes {@creature thug|mm|thugs}, {@creature spy|mm|spies}, {@creature bard|vgm|bards}, a {@creature gladiator}, and a few {@creature guard|guards}, as well as a pair of {@creature zombie|mm} bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing." + ] + } + ] + } + ] + }, + { + "name": "Lurkers in Shadow", + "source": "LM", + "page": 68, + "type": "Undeath", + "entries": [ + { + "type": "section", + "entries": [ + "This cult is relatively new to the world, having formed about a decade ago by the mystic theurge D'Milluhr. According to his claims, D'Milluhr received a vision from a shadowy demonic undead being of great power. In this vision, the theurge was tasked with an unholy quest for a terrible artifact: the dreaded {@item Wand of Orcus}.", + "Since that day, D'Milluhr has worked tirelessly toward that end. He knew instinctively that this quest must remain secret from the world at large, and has thus kept to the shadows, never extending his reach too far. He has enlisted a small group of allies to this cause, including rogues, diviners, and planewalking characters of all stripes. He has also attracted the service of a few {@creature visage|LM|visages}, though in truth he doesn't know why these undead beings offered their allegiance to him.", + "The truth, should D'Milluhr ever learn it, would likely shatter his sanity. The vision was neither a message nor a divine quest, but merely a quirk of fate, an echo of the thoughts of the undead deity Tenebrous when it came into being on the Astral Plane. The visages came to D'Milluhr because they sensed some connection between the theurge and their creator, Tenebrous. Worse still, the quest itself is a meaningless one, since the being known as Tenebrous has regained his lost wand and returned to his previous identity, Orcus, Demon Prince of Undead.", + "But D'Milluhr suspects none of this, and remains feverishly intent on recovering the \"lost\" Wand of Orcus. He tracks down almost every lead, no matter how vague, which leads him on innumerable wild goose chases across the planes. He rejects any suggestion that the Wand is in the hands of Orcus himself, clinging to the theory that his shadowy patron wouldn't have bestowed a quest as hopeless as taking the Wand from the hands of the Demon Prince of Undead himself.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "D'Milluhr or his minions could run into the characters on any of a number of information hunts. The party need not be involved with Orcus, Tenebrous, or indeed anything even vaguely related to the Lurkers' mission. As long as some tenuous link between the characters' activities and the theurge's quest can be imagined, an encounter between the party and the Lurkers in Shadow can occur.", + "Or perhaps D'Milluhr's quest isn't as crazy as it seems. Maybe he's actually getting close to tracking down the Wand's current destination (and perhaps it isn't currently in Orcus's hands), and the characters learn of his goal and decide to head him off before he gains possession of one of the most evil artifacts in all creation." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Some members of Lurkers in Shadow have magical boons that aid in their search for the {@item Wand of Orcus}. These boons are usually bestowed upon them by an echo of Tenebrous's will or some other dark power.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Unwavering Seeker", + "entries": [ + "The cultist can't be compelled to act in a manner that would interfere with its goals." + ] + }, + { + "type": "entries", + "name": "Deathly Insight", + "entries": [ + "When the cultist kills a creature or scores a critical hit against it, it magically learns one fact or secret about the target." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Tarek Duskwood|LM} is one of D'Milluhr's most competent and loyal minions. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful." + ] + } + ] + } + ] + }, + { + "name": "Minions of the Skull", + "source": "LM", + "page": 70, + "type": "Undeath", + "entries": [ + { + "type": "section", + "entries": [ + "To the average person on the street, the Minions of the Skull would seem insane. Of course, the Minions know that their worship of all undead beings is the one true way of moving beyond the petty concerns of flesh and blood to achieve perfect immortality everlasting.", + "As it turns out, the person on the street would be right: the Minions of the Skull are absolutely insane. However, this insanity makes them all the more dangerous, since they have no compunction against destroying any living creature who poses even the slightest threat to their goals of universal undeath.", + "The Minions of the Skull have no centralized leadership or organization. Each group of cultists\u2014which might number anywhere from a half-dozen to several dozen, depending on the community and the personality of its leader\u2014operates on its own, though occasionally charismatic leaders unite multiple branches for particularly daring or grand schemes. Such alliances rarely last very long, since the innately chaotic nature of the cultists inevitably proves too strong to control.", + "As expected, the Minions draw the attention of many sentient undead creatures. Most don't have the foresight to use the Minions effectively, either spending them in foolish strikes against the living or merely consuming them as food. However, wiser undead (including liches, vampires, ghosts, mummies, and the like) may use the Minions as pawns in grander schemes.", + "Cult leaders, often called Undying Masters, are usually powerful wizards or sorcerers. Since the cult doesn't venerate any of the traditional deities (save for a few who quietly worship Vecna the lich-god), clerics are few and far between. They typically employ warriors and other martial combatants as bodyguards, promising these individuals transformation into powerful undead creatures as reward for loyal service. An Undying Master that has already achieved transformation into an undead uses its new status to gain even greater respect and awe from other minions.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "The Minions of the Skull make great foes for the party. Since they're irrevocably vile and evil, most characters have few compunctions about cutting them down by the dozens. However, no matter how many the characters defeat, a few more insane cultists always wait in the wings to give them a hard time.", + "A typical encounter with low-ranking Minions might occur when the characters run across (or are hired to stop) a group of cultists stealing various relics linked to deities of death. For a twist, have an evil temple, such as one dedicated to Nerull, hire the party to work together against the cult. As the characters learn more about the Minions of the Skull, they encounter ever-tougher cultists until they finally meet an Undying Master themselves." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "High ranking Minions are granted boons that represent a partial transformation into an undead being, sometimes as a reward for faithful service, but more often as a way for an Undead Master to gain obedience or loyalty within a given cult.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Half-Dead Nature", + "entries": [ + "The cultist doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Decayed Flesh", + "entries": [ + "A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) necrotic damage." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Tival|LM} was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the Minions of the Skull for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Half-Dead Nature", + "entries": [ + "Tival doesn't require air, food, drink, or sleep." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "The Ruby Order", + "source": "LM", + "page": 71, + "type": "Undeath", + "entries": [ + { + "type": "section", + "entries": [ + "This cult worships Wee Jas, particularly her incarnation as Death's Guardian. The members pride themselves on their dedication and discipline and are known widely for their expertise in necromantic magic.", + "The existence of the Ruby Order in a given city is typically public knowledge. The cult respects whatever government rules the land, follows the law, pays taxes, and so forth. It draws many arcane-minded characters to its ranks, and even more seek out the Order for short-term teaching. In some cities, the Order supplies advisors to local leaders, or even magistrates for the courts. Characters used to dealing with \"cults\" as secretive bands of renegades are in for trouble if they treat the Ruby Order similarly, since it has many allies, both legitimate and otherwise.", + "", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Of the cults presented here, the Ruby Order is the best suited as an ally to a typical adventuring party. As a lawful neutral organization, the Ruby Order can be counted on to hold up its end of any bargain, making it a reliable source of information and other resources to a like-minded party. Monks, lawful wizards and sorcerers, and other characters who share a devotion to discipline can find acceptance or even training among the order's ranks.", + "Conversely, the Ruby Order can be a steadfast opponent to the characters of your campaign, particularly if those characters tend more toward chaos than law (or even if they simply have a distaste for necromancy). If the Ruby Order perceives the characters as enemies, they have the will and patience to make the characters' lives a living hell." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "As part of their dedication to discipline, the Ruby Order's necromantic boons are centered around the use of necromancy to perform lawful acts and to oppose any chaotic entities that would threaten them.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lawful Animation (1/Day)", + "entries": [ + "The cultist can spend 1 hour performing a ritual that animates the remains of a dead humanoid. If the humanoid's spirit is free and willing, it returns to the corpse, which rises as a undead in the same space. The undead's alignment, memories, and personality traits are the same as those that it had in life. The corpse may rise as a wight or some other form that the DM deems appropriate." + ] + }, + { + "type": "entries", + "name": "Rebuke the Unlawful", + "entries": [ + "When a creature within 30 feet of the cultist that it can see hits the cultist with an attack, that creature takes necrotic damage equal to the damage dealt by its attack (DC 15 Constitution save for half)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Marys|LM} is a new member of the Ruby Order, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic \"binges\", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters." + ] + } + ] + } + ] + } + ], + "class": [ + { + "name": "Blackguard", + "source": "LM", + "page": 96, + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "wis", + "cha" + ], + "spellcastingAbility": "cha", + "casterProgression": "1/2", + "preparedSpells": "<$level$> / 2 + <$cha_mod$>", + "optionalfeatureProgression": [ + { + "name": "Fighting Style", + "featureType": [ + "FS:P" + ], + "progression": { + "2": 1 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "{@item shield|phb|shields}" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "deception", + "insight", + "intimidation", + "persuasion", + "religion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": 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+ { + "_": [ + "Chain mail|phb", + "holy symbol|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "str": 13, + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "{@item shield|phb|shields}" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classTableGroups": [ + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Blackguard (LM)}", + "{@filter 2nd|spells|level=2|class=Blackguard (LM)}", + "{@filter 3rd|spells|level=3|class=Blackguard (LM)}", + "{@filter 4th|spells|level=4|class=Blackguard (LM)}", + "{@filter 5th|spells|level=5|class=Blackguard (LM)}" + ], + "rowsSpellProgression": [ + [ + 0, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 2 + ], + [ + 4, + 3, + 3, + 3, + 2 + ] + ] + } + ], + "classSpells": [ + "Bane", + "Cause Fear|XGE", + "Charm Person", + "Command", + "Compelled Duel", + "Detect Poison and Disease", + "Detect Evil and Good", + "Hellish Rebuke", + "Hex", + "Inflict Wounds", + "Protection from Evil and Good", + "Ray of Sickness", + "Searing Smite", + "Shield of Faith", + "Thunderous Smite", + "Venomous Smite|LM", + "Wrathful Smite", + "Blindness/Deafness", + "Branding Smite", + "Crown of Madness", + "Darkness", + "Find Steed", + "Ghastly Stench|LM", + "Invisibility", + "Locate Object", + "Magic Weapon", + "Protection from Poison", + "Ray of Enfeeblement", + "Suggestion", + "Weakening Aura|LM", + "Wither Limb|LM", + "Zone of Truth", + "Bestow Curse", + "Blinding Smite", + "Dispel Magic", + "Elemental Weapon", + "Enemies Abound|XGE", + "Fear", + "Lay Waste|LM", + "Magic Circle", + "Remove Curse", + "Spirit Shroud|TCE", + "Stinking Cloud", + "Summon Lesser Demons|XGE", + "Summon Shadowspawn|TCE", + "Summon Undead|TCE", + "Thunder Step|XGE", + "Unholy Crusade|LM", + "Vampiric Smite|LM", + "Vampiric Touch", + "Banishment", + "Blight", + "Charm Monster|XGE", + "Confusion", + "Consumptive Field|LM", + "Death Ward", + "Dominate Beast", + "Find Greater Steed|XGE", + "Locate Creature", + "Phantasmal Killer", + "Shadow of Moil|XGE", + "Staggering Smite", + "Summon Greater Demon|XGE", + "Antilife Shell", + "Banishing Smite", + "Circle of Power", + "Cloudkill", + "Contact Other Plane", + "Contagion", + "Danse Macabre|XGE", + "Destructive Wave", + "Dispel Evil and Good", + "Dominate Person", + "Enervation|XGE", + "Geas", + "Hallow", + "Infernal Calling|XGE", + "Modify Memory", + "Negative Energy Flood|XGE", + "Wall of Pain|LM" + ], + "classFeatures": [ + "Shroud of Shadow|Blackguard|LM|1", + "Unholy Vigor|Blackguard|LM|1", + "Dread Smite|Blackguard|LM|2", + "Fighting Style|Blackguard|LM|2", + "Spellcasting|Blackguard|LM|2", + "Inured to Decay|Blackguard|LM|3", + { + "classFeature": "Blackguard Vice|Blackguard|LM|3", + "gainSubclassFeature": true, + "gainSubclassFeatureHasContent": true + }, + "Ability Score Improvement|Blackguard|LM|4", + "Martial Versatility|Blackguard|LM|4", + "Extra Attack|Blackguard|LM|5", + "Dark Blessing|Blackguard|LM|6", + { + "classFeature": "Blackguard Vice feature|Blackguard|LM|7", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Blackguard|LM|8", + "Aura of Hate|Blackguard|LM|10", + "Improved Dread Smite|Blackguard|LM|11", + "Ability Score Improvement|Blackguard|LM|12", + "Vile Touch|Blackguard|LM|14", + { + "classFeature": "Blackguard Vice feature|Blackguard|LM|15", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Blackguard|LM|16", + "Aura improvements|Blackguard|LM|18", + "Ability Score Improvement|Blackguard|LM|19", + { + "classFeature": "Blackguard Vice feature|Blackguard|LM|20", + "gainSubclassFeature": true + } + ], + "subclassTitle": "Blackguard Vice", + "fluff": [ + { + "type": "section", + "name": "Blackguard", + "source": "LM", + "entries": [ + "The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw the strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks\u2014the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts, the blackguards.", + { + "type": "entries", + "name": "Wielders of Negative Emotions", + "entries": [ + "Blackguards are shadow warriors who embrace the power of what most people consider to be a vice or a dark emotion. A blackguard's vice becomes a central focus for that individual's divine power. Dominance, fury, and pride are among the forces that blackguards cultivate to fuel their might.", + "Because malevolent deities and wicked forces in the cosmos are more likely to hold a vice in esteem, most blackguards are villains. Nevertheless, blackguards who cling to higher ideals do exist. A heroic blackguard might be born when a divine soldier who tries to exemplify virtue cannot control their anger or some other base emotion. Such blackguards are referred to as fallen paladins. Other heroic blackguards cleave to a vice that a non-evil religion or deity promotes as an asset, or they have learned by necessity to turn their negative tendencies into a divine focus so that they can lead productive lives." + ] + }, + { + "type": "entries", + "name": "The Temptation of Evil", + "entries": [ + "The power of vice is alluring because it offers fewer restrictions than virtue does. Though the power comes easily, a blackguard always faces the worst temptations of his or her vice, as well as that of other negative emotions that echo the vice. Scruples can be hard to maintain in the face of such a lure. A truly heroic blackguard can never give in and take the easy path.", + "Heroic blackguards have a hard road to travel. Their truly immoral counterparts form orders that actively oppose virtuous knights and cavaliers. Whether or not a specific blackguard is a member of such a dark order, those same knights and cavaliers rarely understand that a person can channel divine power through a vice without becoming debased. The common people rightly fear all blackguards the same way they fear the black knights of legend. A blackguard who uses the divine power of the dreaded vices to combat evil still has difficulty finding a wide array of allies. He or she rarely enjoys a hero's accolades." + ] + }, + { + "type": "entries", + "name": "Creating a Blackguard", + "entries": [ + "The most important aspect of a blackguard character is their background and how they became a member of this class. Are you a fallen paladin, or did you gain the power of vice via some other method? Did you find yourself unwillingly consumed by negative emotions, or did you willingly plunge yourself into the shadows? Do you seek some sort of positive change, or do you continue to stray closer and closer to evil?", + "In particular, take a moment to establish the relationship between your alignment and your levels in this class. Are you an evil-aligned that has fully embraced your dark emotions, or are you good-aligned in spite of them? Do you attempt to control your emotions using a structured, lawful approach, or do you channel them in a free, chaotic manner? If you are neutral along either axis, how do you maintain this balance when the shadows continually attempt to eat away at your sense of self?", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a blackguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the {@background soldier} background." + ] + }, + { + "type": "inset", + "name": "Blackguards and Paladins", + "entries": [ + "When a {@class paladin} actively breaks their oath and falls down the path of darkness, the DM may choose to replace their paladin levels with blackguard levels, rather than using the {@class paladin|phb|Oathbreaker|Despair|LM} in the {@book Dungeon Master's Guide|DMG}. Similarly, if a blackguard completes some sort of quest for atonement, they may be able to make a sacred oath that allows them to replace their blackguard levels with paladin levels." + ] + } + ] + } + ] + } + ] + } + ], + "classFeature": [ + { + "name": "Shroud of Shadow", + "source": "LM", + "page": 97, + "className": "Blackguard", + "classSource": "LM", + "level": 1, + "entries": [ + "{@i 1st-level blackguard feature}", + "You learn to shroud your dark emotions from those that would oppose their usage. You have advantage on ability checks made to mislead others about your true emotions and alignment, and you have advantage on saving throws against effects that allow other creatures to know your alignment or to read your thoughts or emotions." + ] + }, + { + "name": "Unholy Vigor", + "source": "LM", + "page": 98, + "className": "Blackguard", + "classSource": "LM", + "level": 1, + "entries": [ + "{@i 1st-level blackguard feature}", + "You can use your dark power to invigorate yourself. As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier + your blackguard level. These temporary hit points disappear after 1 minute.", + "Once you use this feature, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Dread Smite", + "source": "LM", + "page": 98, + "className": "Blackguard", + "classSource": "LM", + "level": 2, + "entries": [ + "{@i 2nd-level blackguard feature}", + "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is {@dice 2d8} for a 1st-level spell slot, plus {@dice 1d8} for each spell level higher than 1st, to a maximum of {@dice 5d8}. The damage increases by {@dice 1d8} if the target is a celestial, to a maximum of {@dice 6d8}.", + "Additionally, when you select a Vice at 3rd level, you gain the ability to change the damage type of your Dread Smite whenever you use it. The damage type you can change it to is dependent on your choice of Vice, as listed in the table below.", + { + "type": "table", + "colLabels": [ + "Vice", + "Damage Type" + ], + "colStyles": [ + "text-align-left col-6", + "text-align-left col-6" + ], + "rows": [ + [ + "Despair", + "Cold" + ], + [ + "Domination", + "Psychic" + ], + [ + "Fury", + "Thunder" + ], + [ + "Pride", + "Radiant" + ], + [ + "Treachery", + "Poison" + ] + ] + } + ] + }, + { + "name": "Fighting Style", + "source": "LM", + "page": 98, + "className": "Blackguard", + "classSource": "LM", + "level": 2, + "entries": [ + "{@i 2nd-level blackguard feature}", + "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Close Quarters Shooter|UALightDarkUnderdark" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mariner|UAWaterborneAdventures" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tunnel Fighter|UALightDarkUnderdark" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unarmed Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blessed Warrior|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blessed Warrior|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|TCE" + } + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "LM", + "page": 98, + "className": "Blackguard", + "classSource": "LM", + "level": 2, + "entries": [ + "{@i 2nd-level blackguard feature}", + "You have learned to draw on divine magic through the strength of your negative emotions.", + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Blackguard table shows how many spell slots you have to cast your {@filter blackguard spells|spells|class=blackguard (LM)}. To cast one of your blackguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of blackguard spells that are available for you to cast, choosing from the blackguard spell list. When you do so, choose a number of blackguard spells equal to your Charisma modifier + half your blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level blackguard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell inflict wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of blackguard spells requires time spent in silence and contemplation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your blackguard spells, since their power derives from the strength of your dark ambitions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item holy symbol|phb} as a spellcasting focus for your blackguard spells." + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 3, + "entries": [ + "{@i 3rd-level blackguard feature}", + "Your vice allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your vice explains how to use it.", + "When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.", + "Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your blackguard spell save DC." + ] + }, + { + "name": "Channel Divinity: Harness Divine Power", + "source": "LM", + "className": "Blackguard", + "classSource": "LM", + "level": 3, + "isClassFeatureVariant": true, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level blackguard {@variantrule optional class features|tce|optional feature}}", + "You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Inured to Decay", + "source": "LM", + "page": 98, + "className": "Blackguard", + "classSource": "LM", + "level": 3, + "entries": [ + "{@i 3rd-level blackguard feature}", + "The negative energy flowing through you makes you immune to disease." + ] + }, + { + "name": "Blackguard Vice", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 3, + "entries": [ + "{@i 3rd-level blackguard feature}", + "When you reach 3rd level, you gain the vice that binds you as a blackguard forever. Up to this time you have been tempted by your dark emotions, standing along the boundary between light and darkness. Now you choose from one of the Vices detailed at the end of the class description.", + "Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include vice spells and the Channel Divinity feature.", + { + "name": "Vice Spells", + "type": "entries", + "entries": [ + "Each vice has a list of associated spells. You gain access to these spells at the levels specified in the vice description. Once you gain access to a vice spell, you always have it prepared. Vice spells don't count against the number of spells you can prepare each day.", + "If you gain a vice spell that doesn't appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you." + ] + }, + { + "type": "refClassFeature", + "classFeature": "Channel Divinity|Blackguard|LM|3" + }, + { + "type": "refClassFeature", + "classFeature": "Channel Divinity: Harness Divine Power|Blackguard|LM|3" + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 4, + "entries": [ + "{@i 4th-level blackguard feature}", + "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Martial Versatility", + "source": "LM", + "page": 52, + "className": "Blackguard", + "classSource": "LM", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level blackguard {@variantrule optional class features|tce|optional feature}}", + "Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a {@filter fighting style|optionalfeatures|feature type=FS:P} you know with another fighting style available to blackguards. This replacement represents a shift of focus in your martial practice." + ] + }, + { + "name": "Extra Attack", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 5, + "entries": [ + "{@i 5th-level blackguard feature}", + "You can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Dark Blessing", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 6, + "entries": [ + "{@i 6th-level blackguard feature}", + "Whenever you make a saving throw while you are conscious, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).", + "You can't benefit from this feature and a paladin's Aura of Protection simultaneously." + ] + }, + { + "name": "Blackguard Vice feature", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 7, + "entries": [ + "{@i 7th-level blackguard feature}", + "You gain a feature granted to you by your Blackguard Vice." + ] + }, + { + "name": "Ability Score Improvement", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 8, + "entries": [ + "{@i 8th-level blackguard feature}", + "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Aura of Hate", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 10, + "entries": [ + "{@i 10th-level blackguard feature}", + "You and any allied fiends and undead within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1) while you are conscious.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Improved Dread Smite", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 11, + "entries": [ + "{@i 11th-level blackguard feature}", + "Your heart is so suffused with shadow essence that all your melee weapon strikes carry dread power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra {@damage 1d8} damage. The damage type of this effect can be necrotic damage, or it can be the damage type associated with your Vice." + ] + }, + { + "name": "Ability Score Improvement", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 12, + "entries": [ + "{@i 12th-level blackguard feature}", + "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Vile Touch", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 14, + "entries": [ + "{@i 14th-level blackguard feature}", + "You can use your action to make a melee spell attack against a hostile creature within your reach. On a hit, the target has disadvantage on all saving throws until the start of your next turn.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest." + ] + }, + { + "name": "Blackguard Vice feature", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 15, + "entries": [ + "{@i 15th-level blackguard feature}", + "You gain a feature granted to you by your Blackguard Vice." + ] + }, + { + "name": "Ability Score Improvement", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 16, + "entries": [ + "{@i 16th-level blackguard feature}", + "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Aura improvements", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 18, + "entries": [ + "{@i 18th-level blackguard feature}", + "At 18th level, the range of your Aura of Hate increases to 30 feet." + ] + }, + { + "name": "Ability Score Improvement", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 19, + "entries": [ + "{@i 19th-level blackguard feature}", + "You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Blackguard Vice feature", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "level": 20, + "entries": [ + "{@i 20th-level blackguard feature}", + "You gain a feature granted to you by your Blackguard Vice." + ] + } + ], + "subclass": [ + { + "name": "Vice of Despair", + "shortName": "Despair", + "source": "LM", + "className": "Blackguard", + "classSource": "LM", + "page": 99, + "additionalSpells": [ + { + "prepared": { + "3": [ + "bane", + "inflict wounds" + ], + "5": [ + "darkness", + "ray of enfeeblement" + ], + "9": [ + "animate dead", + "bestow curse" + ], + "13": [ + "blight", + "phantasmal killer" + ], + "17": [ + "contagion", + "destructive wave" + ] + } + } + ], + "subclassFeatures": [ + "Vice of Despair|Blackguard|LM|Despair|LM|3", + "Aura of Despair|Blackguard|LM|Despair|LM|7", + "Unliving Fortitude|Blackguard|LM|Despair|LM|15", + "Dread Lord|Blackguard|LM|Despair|LM|20" + ] + }, + { + "name": "Vice of Domination", + "shortName": "Domination", + "source": "LM", + "className": "Blackguard", + "classSource": "LM", + "page": 100, + "additionalSpells": [ + { + "prepared": { + "3": [ + "armor of Agathys", + "command" + ], + "5": [ + "hold person", + "spiritual weapon" + ], + "9": [ + "bestow curse", + "fear" + ], + "13": [ + "dominate beast", + "stoneskin" + ], + "17": [ + "cloudkill", + "dominate person" + ] + } + } + ], + "subclassFeatures": [ + "Vice of Domination|Blackguard|LM|Domination|LM|3", + "Aura of Domination|Blackguard|LM|Domination|LM|7", + "Scornful Rebuke|Blackguard|LM|Domination|LM|15", + "Invincible Conqueror|Blackguard|LM|Domination|LM|20" + ] + }, + { + "name": "Vice of Fury", + "shortName": "Vengeance", + "source": "LM", + "className": "Blackguard", + "classSource": "LM", + "page": 100, + "additionalSpells": [ + { + "prepared": { + "3": [ + "bane", + "hunter's mark" + ], + "5": [ + "hold person", + "misty step" + ], + "9": [ + "haste", + "protection from energy" + ], + "13": [ + "banishment", + "dimension door" + ], + "17": [ + "hold monster", + "scrying" + ] + } + } + ], + "subclassFeatures": [ + "Vice of Fury|Blackguard|LM|Fury|LM|3", + "Relentless Killer|Blackguard|LM|Fury|LM|7", + "Burning Hatred|Blackguard|LM|Fury|LM|15", + "Avatar of Wrath|Blackguard|LM|Fury|LM|20" + ] + }, + { + "name": "Vice of Pride", + "shortName": "Pride", + "source": "LM", + "className": "Blackguard", + "classSource": "LM", + "page": 101, + "additionalSpells": [ + { + "prepared": { + "3": [ + "charm person", + "cure wounds" + ], + "5": [ + "detect thoughts", + "suggestion" + ], + "9": [ + "beacon of hope", + "daylight" + ], + "13": [ + "charm monster", + "compulsion" + ], + "17": [ + "dominate person", + "geas" + ] + } + } + ], + "subclassFeatures": [ + "Vice of Pride|Blackguard|LM|Pride|LM|3", + "Aura of False Divinity|Blackguard|LM|Pride|LM|7", + "Self-Importance|Blackguard|LM|Pride|LM|15", + "Herald of Salvation|Blackguard|LM|Pride|LM|20" + ] + }, + { + "name": "Vice of Treachery", + "shortName": "Treachery", + "source": "LM", + "className": "Blackguard", + "classSource": "LM", + "page": 101, + "additionalSpells": [ + { + "prepared": { + "3": [ + "charm person", + "expeditious retreat" + ], + "5": [ + "invisibility", + "mirror image" + ], + "9": [ + "gaseous form", + "haste" + ], + "13": [ + "confusion", + "greater invisibility" + ], + "17": [ + "dominate person", + "passwall" + ] + } + } + ], + "subclassFeatures": [ + "Vice of Treachery|Blackguard|LM|Treachery|LM|3", + "Aura of Treachery|Blackguard|LM|Treachery|LM|7", + "Betrayer's Escape|Blackguard|LM|Treachery|LM|15", + "Icon of Deceit|Blackguard|LM|Treachery|LM|20" + ] + }, + { + "name": "Darkness Domain", + "shortName": "Darkness", + "source": "LM", + "className": "Cleric", + "classSource": "PHB", + "page": 105, + "additionalSpells": [ + { + "prepared": { + "1": [ + "arms of Hadar", + "hex" + ], + "3": [ + "blindness/deafness", + "darkness" + ], + "5": [ + "fear", + "vampiric touch" + ], + "7": [ + "blight", + "Evard's black tentacles" + ], + "9": [ + "contagion", + "enervation|XGE" + ] + } + } + ], + "subclassFeatures": [ + "Darkness Domain|Cleric||Darkness|LM|1", + "Channel Divinity: Shadow Purge|Cleric||Darkness|LM|2", + "Shadow Step|Cleric||Darkness|LM|6", + "Potent Spellcasting|Cleric||Darkness|LM|8", + "Hungry Darkness|Cleric||Darkness|LM|17" + ] + }, + { + "name": "Death's Chosen", + "subclassFeatures": [ + "Death's Chosen|Fighter||Death's Chosen|LM|3", + "Unnatural Presence|Fighter||Death's Chosen|LM|7", + "Vigor of the Chosen|Fighter||Death's Chosen|LM|10", + "Negative Energy Aura|Fighter||Death's Chosen|LM|15", + "Immortal Servant|Fighter||Death's Chosen|LM|18" + ], + "source": "LM", + "page": 106, + "shortName": "Death's Chosen", + "className": "Fighter", + "classSource": "PHB" + }, + { + "name": "College of the Dirgesinger", + "subclassFeatures": [ + "College of the Dirgesinger|Bard||Dirgesinger|LM|3", + "Song of Awakening|Bard||Dirgesinger|LM|6", + "Infectious Grief|Bard||Dirgesinger|LM|14" + ], + "source": "LM", + "page": 107, + "shortName": "Dirgesinger", + "className": "Bard", + "classSource": "PHB" + }, + { + "name": "The Dread Lord", + "subclassFeatures": [ + "The Dread Lord|Warlock||Dread Lord|LM|1", + "Undead Servants|Warlock||Dread Lord|LM|6", + "Feed on Weakness|Warlock||Dread Lord|LM|10", + "Undead Army|Warlock||Dread Lord|LM|14" + ], + "source": "LM", + "page": 108, + "shortName": "Dread Lord", + "className": "Warlock", + "classSource": "PHB", + "additionalSpells": [ + { + "expanded": { + "s1": [ + "command", + "inflict wounds" + ], + "s2": [ + "blindness/deafness", + "magic weapon" + ], + "s3": [ + "phantom steed", + "spirit guardians" + ], + "s4": [ + "phantasmal killer", + "staggering smite" + ], + "s5": [ + "destructive wave", + "dominate person" + ] + } + } + ] + }, + { + "name": "Circle of Twilight", + "shortName": "Twilight", + "source": "LM", + "className": "Druid", + "classSource": "PHB", + "page": 109, + "additionalSpells": [ + { + "known": { + "2": [ + "mage hand#c" + ] + }, + "prepared": { + "3": [ + "gentle repose", + "lesser restoration" + ], + "5": [ + "magic circle", + "speak with dead" + ], + "7": [ + "aura of life", + "death ward" + ], + "9": [ + "hallow", + "mass cure wounds" + ] + } + }, + { + "innate": { + "14": { + "daily": { + "1e": [ + "etherealness" + ] + } + } + } + } + ], + "subclassFeatures": [ + "Circle of Twilight|Druid||Twilight|LM|2", + "Speech Beyond the Grave|Druid||Twilight|LM|6", + "Watcher at the Threshold|Druid||Twilight|LM|10", + "Bountiful Harvest|Druid||Twilight|LM|14", + "Paths of the Dead|Druid||Twilight|LM|14" + ] + } + ], + "subclassFeature": [ + { + "name": "Vice of Despair", + "source": "LM", + "page": 99, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 3, + "entries": [ + "The Vice of Despair is what a blackguard gains when they turn their back on the living and pledge themselves to the cause of undeath. By amplifying the negative energy already suffused into their souls, these blackguards command necromantic energies and undead creatures alike and use them as a means to whatever nihilistic end they seek. Such necromancers sometimes become death knights beyond the grave, often serving archfiends or other evil entities in exchange for dark boons and gifts of power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vice Spells|Blackguard|LM|Despair|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Blackguard|LM|Despair|LM|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Vice of Despair feature}", + "You gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Control Undead|Blackguard|LM|Despair|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Disrupt Life|Blackguard|LM|Despair|LM|3" + } + ] + }, + { + "name": "Control Undead", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose Challenge Rating is equal to or greater than your blackguard level is immune to this effect." + ] + }, + { + "name": "Disrupt Life", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "As an action, you channel negative energy and focus it into a burst of life-destroying power. Each living creature within 20 feet of you of your choice must make a Constitution saving throw, taking necrotic damage equal to {@damage 2d10} + your blackguard level on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Vice Spells", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Vice of Despair feature}", + "You gain vice spells at the blackguard levels listed.", + { + "type": "table", + "caption": "Oathbreaker Spells", + "colLabels": [ + "Blackguard Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell bane}, {@spell inflict wounds}" + ], + [ + "5th", + "{@spell darkness}, {@spell ray of enfeeblement}" + ], + [ + "9th", + "{@spell animate dead}, {@spell bestow curse}" + ], + [ + "13th", + "{@spell blight}, {@spell phantasmal killer}" + ], + [ + "17th", + "{@spell contagion}, {@spell destructive wave}" + ] + ] + } + ] + }, + { + "name": "Aura of Despair", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Vice of Despair feature}", + "ou emanate an aura of hopelessness and sorrow. Hostile, living creatures within 10 feet of you suffer a penalty on attack rolls and ability checks equal to half your Charisma modifier (rounded up, minimum of a -1 penalty), provided that you aren't incapacitated.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Unliving Fortitude", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Vice of Despair feature}", + "You gain resistance to necrotic and poison damage. You also have advantage on saving throws against effects that inflict {@condition exhaustion|PHB} or the {@condition poisoned} condition." + ] + }, + { + "name": "Dread Lord", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Despair", + "subclassSource": "LM", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Vice of Despair feature}", + "You can use your action surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is {@condition frightened} by you starts its turn in the aura, it takes {@damage 4d10} psychic damage. Additionally, you and allied creatures in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.", + "While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to {@damage 3d10} + your Charisma modifier.", + "After activating the aura, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Vice of Domination", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 3, + "entries": [ + "Blackguards of domination demand submission from their enemies. They impose order by force whenever necessary, crushing resistance and making others do their bidding. Surrender on the blackguard's terms is the only hope for any foe. Those who fail to capitulate can expect to be crushed and displayed as bloody examples of what it means to oppose the blackguard's resolve. In the hands of evil, dominance becomes tyranny.", + "Most blackguards of this vice are former paladins of the Oath of Conquest. Not all evil paladins of this oath become blackguards, however. Rather, a conquest paladin becomes a domination blackguard when the desire to harm others begins to outweigh their quest to establish order. Enjoying the use of violent force to subjugate foes, as well as taking delight in the suffering of others, is a distinct sign that a conquest paladin has fallen down the path of darkness.", + "Despite this connection to the Oath of Conquest, blackguards of this vice needn't serve the forces of law. For example, a chaos-based blackguard that serves a demon lord might use this vice's power to dominate others as a display of their master's supremacy. With this in mind, non-lawful blackguards of domination are few and far in between, typically because some other vice fits their personality more.", + { + "type": "inset", + "name": "Oath of Conquest Features", + "entries": [ + "Blackguards of the Vice of Domination gain the same features as paladins of the Oath of Conquest. However, they needn't follow any tenets associated with that paladin oath.", + "A former conquest paladin may wish to continue upholding their oath if it aligns with their views as a blackguard. However, a blackguard of domination does not derive power from such an oath. Rather, they draw their strength from the negative emotions associated with their quest to establish power over others." + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Vice Spells|Blackguard|LM|Domination|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Blackguard|LM|Domination|LM|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level Vice of Domination feature}", + "You gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Conquering Presence|Blackguard|LM|Domination|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Guided Strike|Blackguard|LM|Domination|LM|3" + } + ] + }, + { + "name": "Conquering Presence", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes {@condition frightened} of you for 1 minute. The {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Guided Strike", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses." + ] + }, + { + "name": "Vice Spells", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Vice of Domination feature}", + "You gain vice spells at the blackguard levels listed.", + { + "type": "table", + "caption": "Vice of Domination Spells", + "colLabels": [ + "Blackguard Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell armor of Agathys}, {@spell command}" + ], + [ + "5th", + "{@spell hold person}, {@spell spiritual weapon}" + ], + [ + "9th", + "{@spell bestow curse}, {@spell fear}" + ], + [ + "13th", + "{@spell dominate beast}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell cloudkill}, {@spell dominate person}" + ] + ] + } + ] + }, + { + "name": "Aura of Domination", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Vice of Domination feature}", + "You constantly emanate a menacing aura while you're not {@condition incapacitated}. The aura extends 10 feet from you in every direction, but not through total cover.", + "If a creature is {@condition frightened} of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your blackguard level if it starts its turn there.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Scornful Rebuke", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Vice of Domination feature}", + "Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not {@condition incapacitated}." + ] + }, + { + "name": "Invincible Conqueror", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Domination", + "subclassSource": "LM", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Vice of Domination feature}", + "You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You have resistance to all damage.", + "When you take the {@action Attack} action on your turn, you can make one additional attack as part of that action.", + "Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the {@dice d20}." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Vice of Fury", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 3, + "entries": [ + "The Vice of Fury is for blackguards who particularly enjoy violence, murder, and the obliteration of their enemies. Many of these blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, bloodthirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.", + { + "type": "inset", + "name": "Oath of Vengeance Features", + "entries": [ + "Blackguards of the Vice of Fury gain the same features as paladins of the Oath of Vengeance. However, they needn't follow any tenets associated with that paladin oath.", + "A former vengeance paladin may wish to continue upholding their oath, as it may align with their views as a blackguard. However, a blackguard of fury does not derive power from such an oath. Rather, they draw their strength from their anger, bloodlust, and destructive impulses, and not any commitment to the ideals of justice or order. Thus, rather than punishing evildoers for their sins, a blackguard of fury may focus their destructive ire against anything\u2014and anyone\u2014that stands in the way of their goals." + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Vice Spells|Blackguard|LM|Fury|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Blackguard|LM|Fury|LM|3" + } + ] + }, + { + "name": "Abjure Enemy", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "As an action, you present your holy symbol and speak words of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being {@condition frightened}. Fiends and undead have disadvantage on this saving throw.", + "On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition frightened}, the creature's speed is 0, and it can't benefit from any bonus to its speed.", + "On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage." + ] + }, + { + "name": "Channel Divinity", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level Vice of Fury feature}", + "You gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Abjure Enemy|Blackguard|LM|Fury|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mark for Death|Blackguard|LM|Fury|LM|3" + } + ] + }, + { + "name": "Vice Spells", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You gain vice spells at the blackguard levels listed.", + { + "type": "table", + "caption": "Vice of Fury Spells", + "colLabels": [ + "Blackguard Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell bane}, {@spell hunter's mark}" + ], + [ + "5th", + "{@spell hold person}, {@spell misty step}" + ], + [ + "9th", + "{@spell haste}, {@spell protection from energy}" + ], + [ + "13th", + "{@spell banishment}, {@spell dimension door}" + ], + [ + "17th", + "{@spell hold monster}, {@spell scrying}" + ] + ] + } + ] + }, + { + "name": "Mark for Death", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "As a bonus action, you can mark a creature you can see within 10 feet of you for death, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}." + ] + }, + { + "name": "Relentless Killer", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Vice of Fury feature}", + "Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "Burning Hatred", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Vice of Fury feature}", + "The rage with which you declare your Mark of Death gives you greater power over your foe. When a creature under the effect of your Mark of Death makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range." + ] + }, + { + "name": "Avatar of Wrath", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Fury", + "subclassSource": "LM", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Vice of Fury feature}", + "You can assume the form of a furious demon. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", + { + "type": "list", + "items": [ + "Wings sprout from your back and grant you a flying speed of 60 feet.", + "You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become {@condition frightened} of you for 1 minute or until it takes any damage. {@action Attack} rolls against the {@condition frightened} creature have advantage." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Vice of Pride", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 3, + "entries": [ + "The Vice of Pride is for blackguards who are overtaken by conceit and narcissism. Some of these \"false paladins\" knowingly use this guise to achieve evil ends. Others are paladins that are so deluded in their self-importance that they still believe themselves to be on the path of righteousness, even going as far as to only use radiant smites and other abilities that they perceive as being holy in nature. Either way, most blackguards of this vice use their silvered words and demonstrations of power to influence others to their benefit, some even going as far as to attract a cult of followers in order to be worshiped as a god.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vice Spells|Blackguard|LM|Pride|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Blackguard|LM|Pride|LM|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "LM", + "page": 100, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level Vice of Pride feature}", + "You gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Honeyed Words|Blackguard|LM|Pride|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Radiance of the Savior|Blackguard|LM|Pride|LM|3" + } + ] + }, + { + "name": "Honeyed Words", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to augment your influence with blasphemous power. As a bonus action, you grant yourself a +5 bonus to Charisma ({@skill Deception}) checks for the next 10 minutes." + ] + }, + { + "name": "Radiance of the Savior", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to {@damage 1d10} + your blackguard level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected." + ] + }, + { + "name": "Vice Spells", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Vice of Pride feature}", + "You gain vice spells at the blackguard levels listed.", + { + "type": "table", + "caption": "Vice of Pride Spells", + "colLabels": [ + "Blackguard Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell charm person}, {@spell cure wounds}" + ], + [ + "5th", + "{@spell detect thoughts}, {@spell suggestion}" + ], + [ + "9th", + "{@spell beacon of hope}, {@spell daylight}" + ], + [ + "13th", + "{@spell charm monster}, {@spell compulsion}" + ], + [ + "17th", + "{@spell dominate person}, {@spell geas}" + ] + ] + } + ] + }, + { + "name": "Aura of False Divinity", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Vice of Pride feature}", + "You exude an aura of awe-inspiring energy that makes it easier for you to influence others. Any creature of your choice that starts its turn within 10 feet of you must make a Wisdom saving throw, provided that you aren't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by you. A creature charmed in this way can repeat the saving throw at the end of each minute, or at the end of each of its turns in combat, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to your Aura of False Divinity for 24 hours.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Self-Importance", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Vice of Pride feature}", + "Whenever you take damage, you can use your reaction to target one creature within 30 feet of you, other than the source of the damage. The target must make a Charisma saving throw against your spell save DC. If the target is a willing creature, or if it is {@condition charmed} by you, it fails the saving throw automatically. On a failed save, you take only half the damage dealt to you (rounded down), and the targeted creature takes the other half." + ] + }, + { + "name": "Herald of Salvation", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Pride", + "subclassSource": "LM", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Vice of Pride feature}", + "You can assume the form of a divine being, taking on an angelic appearance tailored to your personality and characteristics.", + "Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:", + { + "type": "list", + "items": [ + "You manifest a pair of spectral wings, granting you a flying speed equal to your walking speed. You also shed bright light out to 30 feet, and dim light 30 feet beyond that.", + "Creatures that are {@condition charmed} by you follow your verbal commands to the best of their ability, even if doing so would compromise their moral integrity or would obviously be harmful to them.", + "Creatures within 10 feet of you have disadvantage on Wisdom and Charisma saving throws against your blackguard spells and your Vice of Pride features." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Vice of Treachery", + "source": "LM", + "page": 101, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 3, + "entries": [ + "The Vice of Treachery for blackguards who care only for their own power and survival, and are faithful only to themselves. Anyone desperate enough to follow one of these blackguards does so because, while deceitful, these blackguards command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these blackguards pay homage to demon lords, especially Grazz't and Orcus. The Lords of Hell and other beings of Law are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vice Spells|Blackguard|LM|Treachery|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Blackguard|LM|Treachery|LM|3" + } + ] + }, + { + "name": "Channel Divinity", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level Vice of Treachery feature}", + "You gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cloak of Shadows|Blackguard|LM|Treachery|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Poison Strike|Blackguard|LM|Treachery|LM|3" + } + ] + }, + { + "name": "Cloak of Shadows", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to vanish from sight. As an action, you become {@condition invisible} until the end of your next turn. You become visible if you attack or cast a spell." + ] + }, + { + "name": "Vice Spells", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Vice of Treachery feature}", + "You gain vice spells at the blackguard levels listed.", + { + "type": "table", + "caption": "Oath of Treachery Spells", + "colLabels": [ + "Blackguard Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell charm person}, {@spell expeditious retreat}" + ], + [ + "5th", + "{@spell invisibility}, {@spell mirror image}" + ], + [ + "9th", + "{@spell gaseous form}, {@spell haste}" + ], + [ + "13th", + "{@spell confusion}, {@spell greater invisibility}" + ], + [ + "17th", + "{@spell dominate person}, {@spell passwall}" + ] + ] + } + ] + }, + { + "name": "Poison Strike", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time a creature takes damage from that weapon or ammunition it takes extra necrotic or poison damage (your choice) equal to {@dice 2d10} + your blackguard level, or 20 + your blackguard level if you had advantage on the attack roll." + ] + }, + { + "name": "Aura of Treachery", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Vice of Treachery feature}", + "You emanate an aura of discord, which gives you the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cull the Herd", + "entries": [ + "You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treacherous Strike", + "entries": [ + "If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being {@condition charmed}.", + "You can use this ability a number of times equal to your proficiency bonus. You regain expended uses of it when you finish a short or long rest." + ] + } + ] + } + ] + }, + { + "name": "Betrayer's Escape", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Vice of Treachery feature}", + "You gain the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn {@condition invisible} and teleport up to 60 feet to a spot you can see. You remain {@condition invisible} until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again." + ] + }, + { + "name": "Icon of Deceit", + "source": "LM", + "page": 102, + "className": "Blackguard", + "classSource": "LM", + "subclassShortName": "Treachery", + "subclassSource": "LM", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Vice of Treachery feature}", + "You gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You are {@condition invisible}.", + "If a creature damages you on its turn, it must make a Wisdom saving throw against your spell save DC. On a failed save, you control the creature's movement and action on its next turn, provided that you aren't {@condition incapacitated} on that turn. A creature automatically succeeds on the save if the creature is immune to being {@condition charmed}.", + "If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your blackguard level." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Darkness Domain", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 1, + "entries": [ + "If the Light Domain represents the beauty and joy of day and the Twilight Domain the calm and serenity of dusk, then the Darkness Domain represents the full submersion into unknowable night. Upholding the ideals of nihilism, secrecy, and self-reliance, clerics of darkness often reject their pride and material desires and instead focus on the pursuit of training and self-improvement. Acknowledging their insignificance in this world and yet refusing to fade away completely, clerics of darkness typically act as assassins, mercenaries, monster hunters, vigilantes, gatekeepers of knowledge, and other professions typically seen as \"undesirable\" or beyond the threshold of normal society.", + "Evil deities such as Lolth, Tenebrous, and Zehir are most known for being gods of darkness, but gods of trickery, illusion, or death, such as Mask, Sehanine, and The Raven Queen, may also extend their influence to the Darkness Domain. On a rare occassion, even a god of light might take on clerics of darkness, drawing on the power of the divine shadow they cast to create servants that can operate effectively in corners of the world that traditional clerics of light would normally avoid.", + { + "type": "table", + "caption": "Darkness Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell arms of Hadar}, {@spell hex}" + ], + [ + "3rd", + "{@spell blindness/deafness}, {@spell darkness}" + ], + [ + "5th", + "{@spell fear}, {@spell vampiric touch}" + ], + [ + "7th", + "{@spell blight}, {@spell Evard's black tentacles}" + ], + [ + "9th", + "{@spell contagion}, {@spell enervation|XGE}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Pierce the Night|Cleric||Darkness|LM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rebuke the Light|Cleric||Darkness|LM|1" + } + ] + }, + { + "name": "Pierce the Night", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Darkness Domain feature}", + "Your dread power allows you and your allies to see through the darkness. You have {@sense darkvision} out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.", + "As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your proficiency bonus. The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again." + ] + }, + { + "name": "Rebuke the Light", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Darkness Domain feature}", + "You can rebuke attackers with the power of darkness. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. On a failed save, the creature is {@condition blinded} until the end of your next turn.", + "You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Shadow Purge", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 2nd-level Darkness Domain feature}", + "You can use your Channel Divinity to harness darkness, banishing light and dealing necrotic damage to your foes.", + "As an action, you present your holy symbol, and any magical light sources within 30 feet of you are dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to {@damage 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected." + ] + }, + { + "name": "Shadow Step", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Darkness Domain feature}", + "You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Potent Spellcasting", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 8, + "header": 2, + "entries": [ + "{@i 8th-level Darkness Domain feature}", + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Hungry Darkness", + "source": "LM", + "page": 105, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Darkness", + "subclassSource": "LM", + "level": 17, + "header": 2, + "entries": [ + "{@i 17th-level Darkness Domain feature}", + "You gain vitality from darkness itself. When you start your turn in dim light or darkness, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points." + ] + }, + { + "name": "Death's Chosen", + "source": "LM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 3, + "entries": [ + "A death's chosen is a fighter that turns its back against life and the living. Tainted by dark powers, a death's chosen combines necromantic abilities with martial prowess in order to become elite, unholy warriors of evil. Many of these hateful fighters pledge their lives to the service of a dark god or powerful undead. Others simply fuel their dark powers via evil acts and spiteful behavior.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dread Power|Fighter||Death's Chosen|LM|3" + } + ] + }, + { + "name": "Dread Power", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Death's Chosen feature}", + "A pit of negative energy festers within your soul. This energy is represented by your Negative Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various dread powers you have, which are detailed below.", + "Some of your powers expend the Negative Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Negative Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest.", + "When you reach certain levels in this class, the size of your Negative Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).", + "The powers below use your Negative Energy dice.", + { + "type": "options", + "style": "list-hang-notitle", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Annihilating Strike|Fighter|LM|Death's Chosen|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Life Drain|Fighter|LM|Death's Chosen|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Withering Rebuke|Fighter|LM|Death's Chosen|LM|3" + } + ] + } + ] + }, + { + "name": "Annihilating Strike", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "LM", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 3, + "consumes": { + "name": "Negative Energy Dice" + }, + "entries": [ + "You can empower your attacks with necrotic energy. Once on each of your turns, immediately after you damage a target within 30 feet of you with a weapon attack, you can expend one Negative Energy die, rolling it and dealing necrotic damage to the target equal to the number rolled plus your Charisma modifier." + ] + }, + { + "name": "Life Drain", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "LM", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 3, + "consumes": { + "name": "Negative Energy Dice" + }, + "entries": [ + "You gain vitality from the wounds of your enemies. When a hostile creature within 30 feet of you takes damage, you can use your reaction to expend one Negative Energy die, roll the die, and gain temporary hit points equal to the number rolled plus your Charisma modifier (minimum hit points of 1)." + ] + }, + { + "name": "Withering Rebuke", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "LM", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 3, + "entries": [ + "You curse those that would attack you or your allies. When you or another creature you can see within 30 feet of you takes damage from another creature within that range, you can use your reaction and expend one Negative Energy die to curse the target until the end of its next turn. During that time, whenever the target makes an attack roll or saving throw, you roll the Negative Energy die and subtract the number rolled from the total." + ] + }, + { + "name": "Unnatural Presence", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 7, + "header": 2, + "entries": [ + "{@i 7th-level Death's Chosen feature}", + "As a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest. In addition, you have mastered new ways to use your unholy powers, detailed below.", + { + "type": "options", + "style": "list-hang-notitle", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Beguiling Presence|Fighter|LM|Death's Chosen|LM|7" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Drain Aptitude|Fighter|LM|Death's Chosen|LM|7" + } + ] + } + ] + }, + { + "name": "Beguiling Presence", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "LM", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 7, + "entries": [ + "When you make a Charisma check, you can expend one Negative Energy die, rolling it and adding the result to the total." + ] + }, + { + "name": "Drain Aptitude", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "LM", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 7, + "entries": [ + "Whenever you use a Dread Power that targets a hostile creature, you steal some of the target's aptitude towards certain tasks. Until the end of your next turn, you gain a bonus to ability checks, while the target suffers a penalty to them; this bonus or penalty takes the form of the expended Negative Energy die, which you roll and add to or subtract from the check's total." + ] + }, + { + "name": "Vigor of the Chosen", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Death's Chosen feature}", + "Your powers taint you to be more like the undead you consort with. You gain resistance to necrotic damage, and if damage reduces you to 0 hit points, you can 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, you drop to 1 hit point instead." + ] + }, + { + "name": "Negative Energy Aura", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Death's Chosen feature}", + "You can surround yourself with a field of unholy energy. As a bonus action, you can create an aura out to a range of 10 feet from you that lasts for 1 minute or until you're {@condition incapacitated}. Within this aura, hostile creatures can't regain hit points, can't benefit from resistance to necrotic damage, and take necrotic damage equal to your Charisma modifier (minimum of 1) if they end their turn there.", + "Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Negative Energy die to take it again." + ] + }, + { + "name": "Immortal Servant", + "source": "LM", + "page": 106, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Death's Chosen", + "subclassSource": "LM", + "level": 18, + "header": 2, + "entries": [ + "{@i 18th-level Death's Chosen feature}", + "At 18th level, you gain the following benefits:", + { + "type": "list", + "items": [ + "You don't suffer from {@condition exhaustion|PHB}, and you no longer age.", + "You are immune to disease, necrotic and poison damage, and the {@condition poisoned} condition.", + "The range of your Negative Energy Aura increases to 30 feet." + ] + } + ] + }, + { + "name": "College of the Dirgesinger", + "source": "LM", + "page": 107, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Dirgesinger", + "subclassSource": "LM", + "level": 3, + "entries": [ + "Dirgesinger bards voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world.", + "Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence.", + "However, most dirgesingers do not belong to any special hierarchy or guild. Instead, they are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead, serving in the courts of vampire lords or lich-kings.", + { + "type": "refSubclassFeature", + "subclassFeature": "Veil of Sorrow|Bard||Dirgesinger|LM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dirgesong|Bard||Dirgesinger|LM|3" + } + ] + }, + { + "name": "Veil of Sorrow", + "entries": [ + "{@i 3rd-level College of the Dirgesinger feature}", + "You learn how to use negative emotions to defend your mind from further harm. You gain advantage on saving throws against being {@condition charmed} or {@condition frightened}. At 10th level, you also gain resistance to psychic damage." + ], + "source": "LM", + "page": 107, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Dirgesinger", + "subclassSource": "LM", + "level": 3, + "header": 1 + }, + { + "name": "Dirgesong", + "entries": [ + "{@i 3rd-level College of the Dirgesinger feature}", + "You also learn how to use your magic to inflict grief and sorrow upon your foes. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition frightened}." + ], + "source": "LM", + "page": 107, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Dirgesinger", + "subclassSource": "LM", + "level": 3, + "header": 1 + }, + { + "name": "Song of Awakening", + "source": "LM", + "page": 107, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Dirgesinger", + "subclassSource": "LM", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level College of the Dirgesinger feature}", + "Your music has the ability to awaken a corpse and animate it. As an action, you can animate a dead beast or humanoid that is Small or Medium within 10 feet of you, causing it to stand up immediately as a {@creature zombie} with 1 hit point. It remains animate for 1 hour, after which time it collapses and dies.", + "In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Infectious Grief", + "source": "LM", + "page": 107, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Dirgesinger", + "subclassSource": "LM", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level College of the Dirgesinger feature}", + "When you play your Dirgesong, the negative emotions inflicted by it can now spread to someone else. When you use your Dirgesong ability, you can target one additional creature within 60 feet of you. The next time that creature makes an attack roll, ability check, or damage roll within the next minute, you can use your Dirgesong against it without expending your reaction or any uses of your Bardic Inspiration feature.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "The Dread Lord", + "source": "LM", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dread Lord", + "subclassSource": "LM", + "level": 1, + "entries": [ + "You have made a pact with a malevolent being with power over death that spearheads legions of undead in their shambling march to battle. It might be a powerful undead warlord, such as a death knight or vampire warrior, or it might be a fearsome champion, deity, or demon lord, such as Kas, Orcus, Soth, or Vecna.", + "Regardless of its identity, the Dread Lord seeks to bring death and destruction to all planes of existence. It rules the living and the dead alike with an iron fist. Even if you are opposed to such a grim future, you wield the Dread Lord's power as your own, using it to further your own goals.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "The Dread Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Dread Lord Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell command}, {@spell inflict wounds}" + ], + [ + "2nd", + "{@spell blindness/deafness}, {@spell magic weapon}" + ], + [ + "3rd", + "{@spell phantom steed}, {@spell spirit guardians}" + ], + [ + "4th", + "{@spell phantasmal killer}, {@spell staggering smite}" + ], + [ + "5th", + "{@spell destructive wave}, {@spell dominate person}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Warlock||Dread Lord|LM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Dread|Warlock||Dread Lord|LM|1" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "LM", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dread Lord", + "subclassSource": "LM", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Dread Lord feature}", + "You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons." + ] + }, + { + "name": "Invoke Dread", + "source": "LM", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dread Lord", + "subclassSource": "LM", + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Dread Lord feature}", + "When you hit a creature with a melee attack, or when you target a hostile creature within 30 feet of you with a spell of 1st level or higher, you can choose to assault the creature with magical menace. The target must make a Wisdom saving throw. On a failed save, the target is {@condition frightened} of you for 1 minute. If the frightened target ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw, ending the effect on a success.", + "Once you use this feature to successfully frighten a target, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Undead Servants", + "source": "LM", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dread Lord", + "subclassSource": "LM", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Dread Lord feature}", + "You can use your dark power to animate the corpses of your foes. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately as a {@creature zombie} with 1 hit point. It remains animate for 1 hour, after which time it collapses and dies.", + "In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." + ] + }, + { + "name": "Feed on Weakness", + "source": "LM", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dread Lord", + "subclassSource": "LM", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Dread Lord feature}", + "When a hostile creature within 30 feet of you fails a saving throw, you can use your reaction to gain temporary hit points equal to half your warlock level." + ] + }, + { + "name": "Undead Army", + "source": "LM", + "page": 108, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dread Lord", + "subclassSource": "LM", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Dread Lord feature}", + "You have infinite uses of your Undead Servants feature. Each undead you create with that feature gains a bonus to its attack rolls and saving throws equal to your Charisma modifier (minimum of +1). Additionally, whenever you use Feed on Weakness, each undead ally within 30 feet of you also receives the same temporary hit points." + ] + }, + { + "name": "Circle of Twilight", + "source": "LM", + "page": 109, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "LM", + "level": 2, + "entries": [ + "The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.", + "These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.", + { + "type": "entries", + "name": "Circle Spells", + "entries": [ + "Your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the {@spell spare the dying} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Twilight Spells Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell gentle repose}, {@spell lesser restoration}" + ], + [ + "5th", + "{@spell magic circle}, {@spell speak with dead}" + ], + [ + "7th", + "{@spell aura of life}, {@spell death ward}" + ], + [ + "9th", + "{@spell hallow}, {@spell mass cure wounds}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Harvest's Scythe|Druid||Twilight|LM|2" + } + ] + }, + { + "name": "Harvest's Scythe", + "source": "LM", + "page": 109, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "LM", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Circle of Twilight feature}", + "You learn to unravel and harvest the life energy of other creatures. You can augment your spells and other attacks to drain the life force from creatures. You have a pool of energy represented by a number of {@dice d10}s equal to your druid level.", + "When you roll damage for a spell or a melee attack while you are transformed by Wild Shape, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic or radiant damage (your choice). If you reduce one or more hostile creatures to 0 hit points with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.", + "You regain the expended dice when you finish a long rest." + ] + }, + { + "name": "Speech Beyond the Grave", + "source": "LM", + "page": 109, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "LM", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Circle of Twilight feature}", + "You gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast {@spell speak with dead} without expending a spell slot or material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Watcher at the Threshold", + "source": "LM", + "page": 109, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "LM", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Circle of Twilight feature}", + "You gain resistance to necrotic and radiant damage. In addition, while you aren't {@condition incapacitated}, allies within 30 feet of you gain the same damage resistances and have advantage on death saving throws." + ] + }, + { + "name": "Bountiful Harvest", + "source": "LM", + "page": 109, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "LM", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Circle of Twilight feature}", + "The energy you harvest with your Harvest's Scythe can be reused against other foes. When you reduce one or more hostile creatures to 0 hit points with your Harvest's Scythe, you also gain two expended dice, or four expended dice if at least one of the slain creatures was undead. Additionally, when you damage an undead with your Harvest's Scythe, it also suffers disadvantage on the next saving throw it makes before the end of your next turn." + ] + }, + { + "name": "Paths of the Dead", + "source": "LM", + "page": 109, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Twilight", + "subclassSource": "LM", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Circle of Twilight feature}", + "Your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast {@spell etherealness}. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest." + ] + } + ], + "item": [ + { + "name": "Holy Lamp", + "source": "LM", + "page": 123, + "type": "G", + "value": 10000, + "rarity": "none", + "entries": [ + "A holy lamp is a special {@item hooded lantern|PHB} that is fueled by holy water instead of oil, allowing it to reveal the presence of nearby undead.", + "A holy lamp casts {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet. Once lit, it burns for 4 hours on a flask (1 pint) of {@item holy water (flask)|PHB|holy water}. As an action, you can lower the hood, reducing the light to {@quickref Vision and Light||2||dim light} in a 5-foot radius.", + "Within the range of the lamp's {@quickref Vision and Light||2||bright light}, undead can't benefit from being hidden or {@condition invisible}." + ] + }, + { + "name": "Holy Water Sprinkler", + "source": "LM", + "page": 123, + "baseItem": "maul|PHB", + "value": 5000, + "type": "M", + "rarity": "none", + "weight": 10, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "B", + "entries": [ + "The oversized, hollow head of this heavy maul is actually a reservoir that can hold the contents of four flasks of {@item holy water (flask)|PHB|holy water}. When full, the reservoir has eight uses. Filling the reservoir requires an action.", + "When this maul is used to hit a creature, one use can be expended to release some of the holy water inside of it (no action required). If the target is a fiend or undead, it takes {@damage 1d6} radiant damage." + ] + }, + { + "name": "Priest's Bullet", + "source": "LM", + "page": 123, + "type": "A", + "value": 1200, + "rarity": "none", + "entries": [ + "These hollow glass sling bullets are filled with holy water. When they strike a target, they immediately shatter, dousing the target with half a pint of holy water and dealing {@dice 1d6} additional radiant damage to fiends and undead." + ] + }, + { + "name": "Slayer's Crossbow", + "source": "LM", + "page": 123, + "baseItem": "hand crossbow|PHB", + "rarity": "none", + "type": "R", + "value": 25000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "A", + "LD", + "V" + ], + "range": "30/120 or 80/320", + "dmg1": "1d6", + "dmg2": "1d8", + "dmgType": "P", + "entries": [ + "A slayer's crossbow is a special weapon that combines the properties of a hand crossbow, light crossbow, and climber's kit into one ultimate multi-tool. Its name comes the use of these crossbows, alongside silvered bullets and other special equipment, by monster slayers to raid vampire dens and lairs.", + "Slayer's crossbows (and the knowledge to craft them) can only usually be acquired from the reclusive monster hunters that are known for wielding them. The ability to purchase them or their crafting formula should generally only be unlocked after the party completes a short adventure of the slayers' choosing.", + "A slayer's crossbow is a martial ranged weapon. It deals {@damage 1d6} piercing damage on a hit and has the ammunition (30/120 ft.) and loading properties. It also has the following special properties:", + { + "type": "entries", + "name": "Grappling Hook", + "entries": [ + "As a bonus action, you can launch the crossbow's rope-tethered grappling hook and fire at a stationary object within its short range. Make an attack roll against the object; on a hit, if the bolt sufficiently pierces the object or otherwise wraps around it, you become anchored to it. If the anchoring object supports your weight, you can use the rope to swing or climb as you please. You can retract the hook at will (no action required), and you can repair a broken hook using tinkers' tools and appropriate materials as part of a long rest." + ] + }, + { + "type": "entries", + "name": "Versatile", + "entries": [ + "Through the use of springs and panels that can be compressed and released in an instant, this crossbow can be used with one or two hands. While wielded in two hands, the weapon has a damage die of {@dice 1d8}, and its range increases to 80/320 feet." + ] + } + ], + "ammoType": "crossbow bolt|phb" + }, + { + "name": "Gravedust", + "source": "LM", + "page": 123, + "type": "OTH", + "poison": true, + "rarity": "none", + "poisonTypes": [ + "contact" + ], + "dmg1": "Positoxin", + "value": 10000, + "entries": [ + "This gray-brown powder derives its name from its resemblance to the grime common to tombs and other long-enclosed areas.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must make a DC 10 Constitution saving throw, taking 9 ({@damage 2d8}) radiant damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Lichbane", + "source": "LM", + "page": 123, + "type": "OTH", + "poison": true, + "rarity": "none", + "value": 100000, + "poisonTypes": [ + "injury" + ], + "dmg1": "Positoxin", + "entries": [ + "This bone-white unguent is dangerous to intelligent fiends and undead, such as liches and other spellcasters.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 15 Constitution saving throw or suffer disadvantage on ability checks and saving throws that use Intelligence, Wisdom, and Charisma for 1 hour." + ] + }, + { + "name": "Liquid Mortality", + "source": "LM", + "page": 123, + "type": "OTH", + "poison": true, + "rarity": "none", + "poisonTypes": [ + "injury" + ], + "dmg1": "Positoxin", + "value": 400000, + "entries": [ + "This potent oil is thought by most undead creatures to be mere myth.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must make a DC 19 Constitution saving throw, taking 49 ({@damage 14d6}) radiant damage on a failed save, or half as much damage on a successful one. If this damage leaves the creature with 30 hit points or fewer, the creature is immediately destroyed." + ] + }, + { + "name": "Sunlight Oil", + "source": "LM", + "page": 123, + "type": "OTH", + "poison": true, + "rarity": "none", + "poisonTypes": [ + "contact" + ], + "dmg1": "Positoxin", + "value": 200000, + "entries": [ + "This thin, slippery liquid seems to emit a soft glow, even in the absence of a light source.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must make a DC 15 Constitution saving throw, taking 24 ({@damage 7d6}) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes more sensitive to light for 1 hour. During this time, all light sources are treated as sunlight for the purpose of Sunlight Sensitivity and similar traits possessed by the target. If the creature has the Light Sensitivity trait, it is instead {@condition blinded} and {@condition incapacitated} for the same duration." + ] + }, + { + "name": "Bloodwine", + "source": "LM", + "page": 122, + "type": "OTH", + "poison": true, + "rarity": "none", + "poisonTypes": [ + "ingestion", + "injury" + ], + "dmg1": "Positoxin", + "value": 40000, + "entries": [ + "This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to vampires and other undead that are weak to garlic. Such creatures have disadvantage on saving throws against this positoxin.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 16 Constitution saving throw or take 3 ({@damage 1d6}) radiant damage and become {@condition frightened} of every other creature. The {@condition frightened} creature must repeat the saving throw every 24 hours, taking 3 ({@damage 1d6}) radiant damage on a failed save. Until this effect ends, the damage the positoxin deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally." + ] + }, + { + "name": "Boneshard Paste", + "source": "LM", + "page": 122, + "type": "OTH", + "poison": true, + "rarity": "none", + "poisonTypes": [ + "contact" + ], + "dmg1": "Positoxin", + "value": 30000, + "entries": [ + "This positoxin includes bone fragments in its recipe, giving it a pale color.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 13 Constitution saving throw or be {@condition frightened} of every other creature for 1 minute. The {@condition frightened} creature is {@condition stunned}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Celestial Essence", + "source": "LM", + "page": 122, + "type": "OTH", + "poison": true, + "rarity": "none", + "poisonTypes": [ + "injury" + ], + "dmg1": "Positoxin", + "value": 50000, + "entries": [ + "This viscous golden substance seems almost to shine with an inner radiance.", + "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 15 Constitution saving throw or take 10 ({@damage 3d6}) radiant damage and become {@condition frightened} of every other creature for 1 hour. The {@condition frightened} creature is {@condition blinded}." + ] + }, + { + "name": "Embalming Fire", + "source": "LM", + "page": 122, + "type": "G", + "value": 2500, + "rarity": "none", + "entries": [ + "This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie via normal means. Once animated, any creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage.", + "Spreading embalming fire over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks." + ] + }, + { + "name": "Ghostoil", + "source": "LM", + "page": 122, + "type": "G", + "value": 2500, + "rarity": "none", + "entries": [ + "This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When an action is used to apply it to a weapon, ghostoil allows the weapon to overcome the damage resistances and immunities of any creature with the Incorporeal Movement trait for the next 2 rounds." + ] + }, + { + "name": "Liquid Night", + "source": "LM", + "page": 122, + "type": "G", + "value": 5000, + "rarity": "none", + "entries": [ + "This dark, sticky fluid provides a light-sensitive creature with temporary protection from the sun's deadly rays. Once applied, the creature can ignore the drawbacks of the Sunlight Sensitivity or Light Sensitivity traits for 1 hour.", + "Spreading liquid night over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks." + ] + }, + { + "name": "Unholy Water", + "source": "LM", + "page": 122, + "type": "G", + "value": 2500, + "rarity": "none", + "entries": [ + "Unholy water is an evil variant of {@item holy water (flask)|PHB|holy water}. It deals necrotic damage instead of radiant damage, and it targets celestials and fey instead of fiends and undead.", + "Unholy water follows the same creation process as holy water and can be used as a substitute for any item or feature that requires it.", + "In addition, unholy water can be used to neutralize out an equivalent mass of holy water, causing both to turn into regular water." + ] + }, + { + "name": "Brittlebone", + "source": "LM", + "page": 121, + "type": "G", + "value": 2500, + "rarity": "none", + "entries": [ + "This unguent must be spread over a set of bones before animation as a {@creature skeleton|mm}. When the skeleton suffers a critical hit or is reduced to 0 hit points, the ointment causes its bones to splinter and fly apart, sending shards in all directions. Each creature within 5 feet of the skeleton takes piercing damage equal to the number of Hit Dice the skeleton has.", + "Spreading britlebone over a creature's bones requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks." + ] + }, + { + "name": "Mummified Eye", + "source": "LM", + "page": 121, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "rare", + "reqAttune": true, + "recharge": "dusk", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "This hard, round orb fits into an empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket.", + "This eye has 4 charges. It regains {@dice 1d4} charges daily at dusk.", + "As a bonus action, you can expend 1 charge and target one creature you can see within 60 feet of you. If the target can see this grafted eye, it must succeed on a DC 11 Wisdom saving throw against this magic or become {@condition frightened} until the end of your next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration." + ] + }, + { + "name": "Mummified Hand", + "source": "LM", + "page": 121, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This withered hand is swathed in the remnants of funeral wrappings.", + "The hand is a natural melee weapon, which you can use to make unarmed strikes. On a hit, you deal bludgeoning or necrotic damage (your choice) equal to {@dice 1d4} + your Strength modifier.", + "In addition, you can use your bonus action to touch one creature within 5 feet of you with this hand. The target must succeed on a DC 12 Constitution saving throw or be cursed with a weaker form of a mummy rot for 1 hour. During this time, the target can't regain hit points, and it has disadvantage on death saving throws and on any ability check or saving throw that uses Strength or Constitution." + ] + }, + { + "name": "Shadow Crus", + "source": "LM", + "page": 121, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "rare", + "reqAttune": true, + "entries": [ + "This graft replaces your legs with an amorphous mass of shadowy wisps. You gain the following benefits while attuned to this item:", + { + "type": "list", + "items": [ + "You have advantage on ability checks and saving throws made to avoid being knocked {@condition prone} or {@condition grappled}, as well as those made to escape being {@condition grappled} or {@condition restrained}.", + "You don't leave behind any footprints or other tracks, and Wisdom ({@skill Perception}) checks made to hear your movement have disadvantage.", + "You gain a +5 bonus to Dexterity ({@skill Stealth}) checks made to hide while in {@quickref Vision and Light||2||dim light} or darkness." + ] + } + ] + }, + { + "name": "Undead Skin", + "source": "LM", + "page": 121, + "wondrous": true, + "dmg1": "Undead Graft", + "immune": [ + "poison" + ], + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This mottled gray hide protects you against poison that would normally harm the living. You are immune to the {@condition poisoned} condition and have immunity to poison damage." + ] + }, + { + "name": "Vampiric Fangs", + "source": "LM", + "page": 121, + "rarity": "rare", + "wondrous": true, + "dmg1": "Undead Graft", + "reqAttune": true, + "entries": [ + "This set of sharp teeth replaces your existing teeth.", + "While attuned to these teeth, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals {@damage 1d4} piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.", + "In addition, you can use these fangs to drain blood from a humanoid that is {@condition grappled}, {@condition restrained}, or {@condition incapacitated}. As a bonus action, make an unarmed strike against the target using these fangs. On a hit, the target takes an additional {@damage 2d6} necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt." + ] + }, + { + "name": "Zombie Arm", + "source": "LM", + "page": 121, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "dmg1": "Undead Graft", + "entries": [ + "A zombie arm is a perpetually rotting limb.", + "The arm is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning equal to {@dice 1d6} + your Strength modifier.", + "You also gain a +5 bonus to any Strength check that uses this arm. Additionally, at the start of each of your turns, any creature {@condition grappled} by this arm takes bludgeoning damage equal to your Strength modifier (minimum of 1)." + ] + }, + { + "name": "Ghostly Arm", + "source": "LM", + "page": 120, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This gray, incorporeal arm can't be used to manipulate solid objects. However, it grants you the following benefits:", + { + "type": "list", + "items": [ + "The arm can move through other creatures and objects at half its normal speed.", + "You can use the arm to grapple any creature with the Incorporeal Movement trait, even if it would normally be immune to the {@condition grappled} condition. Howevever, you can't use the arm to grapple corporeal creatures that lack this trait.", + "Unarmed strikes made using the arm deal necrotic damage, instead of their normal damage type.", + "You can use the arm to interact with creatures and objects on the Ethereal Plane, as though it were corporeal, while you are on the Material Plane, and vice versa." + ] + } + ] + }, + { + "name": "Ghoul Glove", + "source": "LM", + "page": 120, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "rare", + "reqAttune": true, + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "This mottled glove replaces the skin on your hand and fuses with your own flesh, making your hand appear gaunt and rotting.", + "The glove is a natural melee weapon, which you can use to make unarmed strikes. You can add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this glove. It deals {@damage 2d4} slashing damage on a hit.", + "When you roll a 20 on an attack roll with this glove made against a creature other than an elf or undead, the target must also make a DC 10 Constitution saving throw. On a failed save, the target is {@condition paralyzed} until the end of its next turn.", + "In addition, you have a climbing speed equal to your walking speed as long as the hand that this glove is attached to can be used to climb." + ] + }, + { + "name": "Insectoid Exoskeleton", + "source": "LM", + "page": 120, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "very rare", + "reqAttune": true, + "bonusAc": "+1", + "entries": [ + "This armor replaces most of the skin on your chest and torso with a thick layer of insect-like bone. Spikes of bone protrude from six different locations along the exoskeleton.", + "You have a +1 bonus to AC while attuned to this exoskeleton.", + "In addition, you can use your bonus action to cause the spikes of bone on the exoskeleton to extend outwards, becoming 5-foot long appendages that have three joints each. While these appendages are extended, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands and legs free. You also gain a climbing speed equal to your walking speed. You can use this bonus action again on subsequent turns to retract these spikes of bone to their original length." + ] + }, + { + "name": "Lich's Brain", + "source": "LM", + "page": 120, + "rarity": "legendary", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "dmg1": "Undead Graft", + "curse": true, + "sentient": true, + "bonusAc": "+3", + "bonusSavingThrow": "+3", + "entries": [ + "This detached brain is of a sickly and pale color, and still has bits of a spinal cord hanging off of it.", + "Unlike other grafts, a lich brain can be attached to your neck or skull, rather than replacing your brain.", + "While attuned to this brain, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +3 bonus to AC and saving throws.", + "You gain advantage on all Intelligence ({@skill Arcana}) checks.", + "Your Intelligence score increases by 2, to a maximum of 22.", + "You can use your action to regain one of your spell slots. After using this property, you can't use it again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Spell Sharing", + "entries": [ + "If the lich brain is willing, it may share knowledge of one spell it knows with its owner for a short period. If you are of a level that can cast the spell, you automatically learn that spell or have it automatically prepared for the next 24 hours, even if that spell isn't on your class's spell list." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The esoteric knowledge granted by this graft comes at a cost. Most lich brains retain enough desires, thoughts, and memories from the original lich for it to be an extension of its evil will.", + "The lich brain is a sentient undead graft of any evil alignment with an Intelligence of 20, a Wisdom of 14, and a Charisma of 16. It has hearing and {@sense truesight} out to a range of 120 feet. The brain can speak, read, and understand Common and up to five other languages, and can communicate with its wielder telepathically. In addition, the brain learns the greatest desires of any creature that communicates telepathically with it.", + "While the brain's behavior depends on the personality of the original lich, a lich brain generally only provides knowledge or other aid if its owner commits an evil act, feeds it with useful knowledge, or otherwise provides it with something of equal value. If its demands are ignored, it may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "This brain is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the brain, keeping attuned to it at all times and opposing any efforts made to remove it. If your attunement to it ends, you suffer a -3 penalty to all attack rolls, ability checks, and saving throws for the next 72 hours." + ] + } + ] + }, + { + "name": "Mohrg's Tongue", + "source": "LM", + "page": 120, + "rarity": "very rare", + "wondrous": true, + "dmg1": "Undead Graft", + "reqAttune": true, + "entries": [ + "This long, cartilaginous tongue bears sharp claws at its tip.", + "While attuned to this tongue, you can use it as a natural weapon with the finesse and reach properties. The tongue deals slashing damage and has a damage die of {@dice 1d8}.", + "When you roll a 20 on an attack roll with this tongue made against a living creature, the target must also make a DC 15 Constitution saving throw. On a failed save, the target is {@condition paralyzed} until the end of its next turn.", + "In addition, you can use the tongue to climb or to hold objects. The tongue grants you a climbing speed equal to your walking speed, and you can use it to wield any item that you could normally hold with one hand, other than a weapon or a shield." + ] + }, + { + "name": "Bodak's Eye", + "source": "LM", + "page": 119, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "dmg1": "Undead Graft", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, + "entries": [ + "This white, empty eye fits into an empty eye socket and appears to be devoid of any moisture or movement.", + "This eye has 4 charges. It regains {@dice 1d4} charges daily at dusk.", + "As an action, you can expend 1 charge and target one creature you can see within 30 feet of you. If the target can see this grafted eye and has fewer than 50 hit points, it must succeed on a DC 13 Constitution saving throw or be reduced to 0 hit points, unless it is immune to the {@condition frightened} condition or has legendary actions." + ] + }, + { + "name": "Enervating Arm", + "source": "LM", + "page": 119, + "wondrous": true, + "dmg1": "Undead Graft", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "An enervating arm is a gaunt limb of desiccated, leathery flesh.", + "You can use a bonus action to cast the {@spell vampiric touch} spell (save DC 15) through the arm, no {@status concentration} required. Until the spell ends, you can make the attack again on each of your turns as a bonus action.", + "When you hit a creature with an attack from a {@spell vampiric touch} spell, you can cause the creature to also suffer one level of {@condition exhaustion|BEG}. Once used, this {@condition exhaustion|BEG} property can't be used again until the next dusk." + ], + "attachedSpells": [ + "vampiric touch" + ] + }, + { + "name": "Atropal's Umbilical Cord", + "source": "LM", + "wondrous": true, + "dmg1": "Undead Graft", + "page": 119, + "immune": [ + "necrotic", + "poison" + ], + "rarity": "legendary", + "reqAttune": true, + "curse": true, + "entries": [ + "Unlike a normal umbilical cord, this shriveled tube of rotten flesh can replace one of your limbs, your lower jaw, or one of your eyes. The cord extends out from your body and floats in the air, and appears to trail off into nothing.", + "If you are struck by a vorpal sword, the wielder can cut the umbilical cord instead of dealing damage. If your umbilical cord is cut, your attunement to it ends as normal, and you also take {@damage 8d8} necrotic damage, which can't be reduced or prevented in any way.", + "The cord grants you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to necrotic damage, {@condition exhaustion|BEG}, and poison.", + "You don't require air, food, drink, or sleep.", + "As a bonus action, you can activate or deactivate an aura out to a range of 30 feet. In the aura, creatures can't regain hit points, and they take {@damage 3d6} necrotic damage at the start of each of your turns.", + "As an action, you can summon a {@creature wraith} which materializes within 30 feet of you in an unoccupied space you can see. The wraith obeys your verbal commands to the best of its ability. The wraith vanishes after 1 hour, when it drops to 0 hit points, or when you die. Once used, this summoning property can't be used again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "The cord's direct connection to the Negative Energy Plane causes you to become cursed when you attune to it. As long as you remain cursed, you are unwilling to part with the cord, and you suffer the following drawbacks:", + { + "type": "list", + "items": [ + "At times when you are sleeping or distracted, you can be caught uttering obscene nonsense in the Celestial language.", + "You are treated as an undead creature for the purpose of features and effects that detect, target, or exclude them. However, you can't be instantly destroyed by a cleric's Turn Undead feature.", + "If you lose a body part, the cord causes the missing part to regrow over the course of 1 hour. However, the regrown part is atrophied and composed of dead flesh, causing it to be dysfunctional unless cured by a {@spell greater restoration} spell or similar magic.", + "If you die, the umbilical cord ruptures into a portal to the Negative Energy Plane and is destroyed. A {@creature nightwalker|mtf} then emerges from the portal on initiative count 20 of the next round." + ] + } + ] + } + ] + }, + { + "name": "Unholy Shrouds", + "source": "LM", + "page": 119, + "rarity": "varies", + "wondrous": true, + "entries": [ + "These shrouds look like ordinary funerary wrappings for dead bodies and are often decorated with symbols and icons representing the dead rising.", + "If you wrap the body of a dead humanoid in the shrouds over the course of 10 minutes, and the command word spoken, it returns as an undead creature, and the shrouds turn to dust. The undead is {@condition charmed} by you for 24 hours or until you or your companions do anything harmful to it. When the {@condition charmed} condition ends, the undead chooses whether to remain friendly to you, based on its capacity for intelligent thought and how you treated it while it was {@condition charmed}.", + "The type of undead the creature is raised as is determined by the shrouds' rarity, as detailed below.", + { + "type": "entries", + "name": "Basic Shrouds (Common)", + "entries": [ + "The creature rises as a {@creature ghoul} or {@creature specter} (your choice)." + ] + }, + { + "type": "entries", + "name": "Lesser Shrouds (Uncommon)", + "entries": [ + "The creature rises as a creature {@creature ghast|mm} or {@creature poltergeist|mm} ghast (your choice)." + ] + }, + { + "type": "entries", + "name": "Normal Shrouds (Rare)", + "entries": [ + "The creature rises as a {@creature mummy|mm} or {@creature wight|mm} (your choice)." + ] + }, + { + "type": "entries", + "name": "Greater Shrouds (Very Rare)", + "entries": [ + "The creature rises as a {@creature wraith|mm} or {@creature vampire spawn|mm} (your choice)." + ] + }, + { + "type": "entries", + "name": "Legendary Shrouds (Legendary)", + "entries": [ + "The creature rises as a {@creature vampire|mm}." + ] + }, + { + "type": "entries", + "name": "Mythic Shrouds (Artifact)", + "entries": [ + "The creature rises as a {@creature lich|mm}." + ] + } + ] + }, + { + "name": "Cloak of Turn Resistance", + "source": "LM", + "page": 118, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This unholy item surrounds any undead that wears it with a halo of shadows.", + "While wearing this cloak, you have advantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Ectoplasmic Ichor", + "source": "LM", + "page": 118, + "type": "P", + "rarity": "common", + "entries": [ + "This thick, translucent paste emits a soft green glow when held up to the light.", + "As an action, you can spread this ichor across a Medium or smaller object. For 10 minutes, any creature with the Incorporeal Movement trait can't move through the object, and must interact with it as though it were a corporeal creature." + ] + }, + { + "name": "Globe of Sunlight", + "source": "LM", + "page": 118, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This golden fist-sized orb contains a sphere of pure sunlight at its center.", + "The globe sheds bright sunlight in a 30-foot radius and dim sunlight for an additional 30 feet.", + "As an action, the globe can be hurled up to 50 feet. It shatters on impact, releasing a {@spell sunburst} spell centered on the point of impact (spell save DC 18)." + ] + }, + { + "name": "Goggles of Day", + "source": "LM", + "page": 118, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "The lenses of this item are made of silvered crystal.", + "While wearing these goggles, you have advantage on saving throws against effects that deal radiant damage or cause you to be {@condition blinded}." + ] + }, + { + "name": "Goggles of Lifesight", + "source": "LM", + "page": 118, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "The lenses of this item glow with a soft white light.", + "While wearing these goggles, you automatically know whether a creature you see within 30 feet of you is alive, dead, undead, or neither alive nor dead (such as a construct)." + ] + }, + { + "name": "Husk Globe", + "source": "LM", + "page": 118, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "The bodies of humanoid creatures sacrificed according to special rituals of necromancy can be placed in large globes of glass or crystal, so they remain perfectly preserved and on display indefinitely.", + "You can run a hand across the surface of the globe and command the occupant to speak. If you use the occupant's correct name, the globe activates, and you can ask the occupant up to ten questions.", + "You receive a brief telepathic answer for each question, which you can understand regardless of the language used. The occupant knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.", + "Instead of asking a question, you can choose to give the occupant new information that it may not have known during life. The occupant remembers this information and can use it to answer questions in the future.", + "Once all ten questions have been answered, the globe deactivates, and it can't be activated again until 7 days have passed." + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/WaPjSWv.png" + } + } + ] + } + }, + { + "name": "Instrument of the Damned", + "source": "LM", + "page": 118, + "rarity": "rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "entries": [ + "When played, this instrument helps to bolster undead against harmful effects.", + "You can use an action to play this instrument and to target any number of undead you can see within 60 feet of you. If the undead can hear you, they gain advantage on all saving throws until the end of your next turn." + ] + }, + { + "name": "Instrument of the Restful Soul", + "source": "LM", + "page": 118, + "rarity": "very rare", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "wondrous": true, + "entries": [ + "When played, this instrument weakens the ability of undead creatures to resist harmful effects.", + "You can use an action to play this instrument and to target any number of undead you can see within 60 feet of you. If the undead can hear you, they suffer disadvantage on all saving throws until the end of your next turn." + ] + }, + { + "name": "Nycoptic Manuscripts", + "source": "LM", + "page": 118, + "rarity": "rare", + "wondrous": true, + "entries": [ + "These twin papyrus scrolls are inscribed with ancient tales and cryptic prophecies by an anonymous, almost-certainly insane author. Despite their dubious accuracy, the manuscripts contain many useful descriptions of magic associated with the school of necromancy.", + "You can reference the manuscripts whenever you make an Intelligence check to recall information about death or necromancy. When you do so, double your proficiency bonus on that check.", + "In addition, you can use the manuscripts as a spellcasting focus. When you cast a damaging spell, you can use these manuscripts to change the damage type to necrotic damage." + ] + }, + { + "name": "Sunlight Lamp", + "source": "LM", + "page": 118, + "rarity": "rare", + "wondrous": true, + "entries": [ + "A sunlight lamp is a special bullseye lantern that emits undead-harming sunlight.", + "A sunlight lamp casts {@quickref Vision and Light||2||bright light} in a 60-foot cone and {@quickref Vision and Light||2||dim light} for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", + "The light emitted by the lamp is sunlight. Additionally, undead that end their turn within the lamp's {@quickref Vision and Light||2||bright light} suffer disadvantage on all attack rolls and ability checks until the end of their next turn.", + "In addition, you can use the lamp as a spellcasting focus. When you cast a damaging spell, you can use the sunlight lamp to change the damage type to radiant damage." + ] + }, + { + "name": "Von Zarovich Family Sword", + "source": "LM", + "page": 117, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "critThreshold": 19, + "entries": [ + "{@i Commissioned by Count Strahd, this weapon is the family sword of the von Zarovich clan, symbol of its sovereign rule over Barovia.}", + "Long ago, the vampire lord Count Strahd von Zarovich commissioned a weapon from a crafter known only as the Alchemist. Impatient with the work, the count infected the Alchemist with vampirism to give him the proper strength, endurance, and insight with which to create a sword fit for the von Zarovich family.", + "Strahd found the sword so perfect that he used it to decapitate the Alchemist\u2014the man would never again create a work of its equal. The Alchemist's life force was infused into the Sword. Far more than a mere weapon, it became an entity unto itself.", + "Strahd might have placed the Sword in the tomb of his brother Sergei as repayment for his murder, or perhaps he gave it to Tatyana, his unrequited love. However it came to be, at some point the Sword left the land of Barovia.", + "The Sword is well aware of its heritage and the powerful icon it represents for both the von Zarovich clan and Barovia as a nation. The weapon draws strength from its own vampiric nature, equating its hunger with a need to spread the family's honor. It demands an owner who respects these needs.", + "The Sword is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra {@damage 2d10} slashing damage to celestials, clerics, paladins, and other divine servants.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Sword has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Feed", + "entries": [ + "Whenever you use it to reduce a creature to 0 hit points, the Sword can choose to feast on its blood (only if it has any). When it does so, you regain {@dice 4d8} hit points, and any excess healing is granted as temporary hit points. Your speed is then doubled until the end of your next turn, and you gain advantage on all attack rolls, ability checks, and saving throws for the same duration." + ] + }, + { + "type": "entries", + "name": "Vampiric Traits", + "entries": [ + "The Sword makes you more akin to a vampire. You gain the following traits:" + ] + }, + { + "type": "entries", + "name": "Flight of Night", + "entries": [ + "As a bonus action, you can grant yourself a climbing and flying speed equal to your walking speed until the end of the turn; for the same duration, you can also move across any liquid surface as if it were harmless solid ground. You fall if you end your turn in the air and nothing else is holding you aloft." + ] + }, + { + "type": "entries", + "name": "Shadowy Presence", + "entries": [ + "You do not cast a reflection, and you gain a +5 bonus to Dexterity ({@skill Stealth}) checks made in {@quickref Vision and Light||2||dim light} or darkness." + ] + }, + { + "type": "entries", + "name": "Vampiric Sight", + "entries": [ + "You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You can also see {@condition invisible} creatures and objects within 30 feet of you as if they were visible." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Sword, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell eyebite}, {@spell fear}, {@spell gaseous form}, and {@spell hex}." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Sword is a sentient lawful evil item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet. The Orb communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The von Zarovich Family Sword presents itself as a dignified, haughty servant of the von Zarovich family. It soon becomes apparent, however, that it believes itself to be a pure, symbolic embodiment of the von Zarovich family name. The Sword communicates silently with its owner, often lecturing on all that the family has done and all that the owner needs to achieve to live up to the family's name. Only if the Sword has not fed for some time does its personality change, offering shrill critiques and complaints that its thirst essentially serves as an insult to the entire von Zarovich family.", + "Beyond advancing the von Zarovich name and influence, the Sword has the following goals:", + { + "type": "list", + "items": [ + "Slay the living, especially clerics, and rule the night.", + "Feast on the blood of the von Zarovich's enemies.", + "Be wielded by a powerful and noble warrior." + ] + }, + "If its goals are ignored, or if its owner knowingly assaults a member of the von Zarovich family, the Sword may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "eyebite", + "fear", + "gaseous form", + "hex" + ] + }, + { + "name": "Tome of Shadow", + "source": "LM", + "page": 116, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "bonusSpellAttack": "+3", + "entries": [ + "{@i This thick volume is bound in a dark hide etched with elaborate silver symbols. The stretched-skin pages and tightly scrawled writing are bathed in shadow, even under the brightest light.}", + "Maikedhon was a mage living in the Shadowfell during the time of the secret pact between the worshipers of Vecna and Zehir (see the {@item Mirror of Secrets|LM} item). He created a number of artifacts related to shadows and shadow creatures, the most important of which was a great magic tome. The battle between the sects of the secret pact that swallowed Trebarra Kan also opened a portal to Maikedhon's tower, sucking his items into the world.", + "Maikedhon's items came into the possession of some survivors from the pact who were obsessed by shadow. They eventually met up with the shadowmage, returning his book in exchange for being tutored in shadow magic. Together, the arcanists tested the limits of the medium, exploring the depths of the Shadowfell. The students of shadow were eventually lost in a deep abyss in the Shadowfell, but the book was later discovered near the opening of the chasm. It did not last long in the hands of its new owner, however; the book finds ways to get rid of a wielder who does not meet its expectations. Over the years, it has appeared intermittently in the hands of a gnome merchant, a drow battle mage, and a human princess, but now it is once again lost.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Tome has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Shadow Blink", + "entries": [ + "The Tome allows you to teleport by using the Shadowfell as a brief shortcut. As a bonus action, or as a reaction after you are hit with a melee attack, you can teleport up to 30 feet to an unoccupied space you can see." + ] + }, + { + "type": "entries", + "name": "Shadowfell Reference", + "entries": [ + "You can reference the Tome whenever you make an Intelligence check to discern information about the Shadowfell. When you do so, you can add double your proficiency bonus to the check." + ] + }, + { + "type": "entries", + "name": "Shadow Tome", + "entries": [ + "You can use the Tome as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. When you cast a damaging spell, you can also use the tome to change the damage type to necrotic damage. Additionally, you can use the Tome as a spellbook for your wizard spells (if any), as a ritual book for the {@feat Ritual Caster} feat, and as a Book of Shadows for the Pact of the Tome warlock feature." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Tome, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell bestow curse}, {@spell creation}, {@spell Evard's black tentacles}, {@spell eyebite}, {@spell inflict wounds} (3rd level), {@spell ray of enfeeblement}, and {@spell shadow of moil|XGE}." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Tome is a sentient neutral evil item with an Intelligence of 22, a Wisdom of 16, and a Charisma of 21. It has hearing and {@sense darkvision} out to a range of 120 feet. The Tome communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Tome does not tolerate incompetence and becomes incensed if it feels that its goals are being ignored. The Tome communicates telepathically, speaking in short, clipped sentences, never wasting a word. It finds waste disdainful and criticizes an owner who fails to fully utilize the tools available to them.", + "The Tome has the following goals:", + { + "type": "list", + "items": [ + "Learn all there is to know about the Shadowfell.", + "Find secret planar portals to the Shadowfell.", + "Make sure that the tome is not found by agents of the Mirror of Secrets." + ] + }, + "If its goals are ignored, the Tome may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "bestow curse", + "creation", + "Evard's black tentacles", + "eyebite", + "inflict wounds", + "ray of enfeeblement", + "shadow of moil|xge" + ] + }, + { + "name": "Soul Sword", + "source": "LM", + "page": 116, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "sentient": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "critThreshold": 19, + "entries": [ + "{@i This artifact is a flawlessly crafted, weighty two-handed weapon that shines with its own internal light. The opal pommel stone shines or grows dull depending on the sword's mood.}", + "Thousands of years ago, the empire of Kortaja stood as a beacon of the divine. Toward the end of that civilization, the glass citadel and its deific armies were besieged by primordial forces. Kortaja's secret weapon was a set of seven fabled swords forged by the dwarf kings and wielded by the empire's seven greatest generals. In the last battle, six of the seven swords were shattered by the blast from a magic, primordial trumpet. The seventh weapon was lost in time. Deific servants have been searching for it for millennia.", + "The Sword is a magic, sentient greatsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra {@damage 2d10} radiant damage to fiends and undead.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Sword has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Holy Avenger", + "entries": [ + "While you hold the drawn Sword, it creates an aura in a 15-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. The radius of the aura increases to 30 feet if you are a paladin, and increases again to 45 feet if you have 17 or more levels in the paladin class." + ] + }, + { + "type": "entries", + "name": "Reveal Truth", + "entries": [ + "The divine power of the Sword opposes all forms of deceit and duplicity, granting you {@sense truesight} out to a range of 30 feet." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Sword, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell aura of life}, {@spell blinding smite}, {@spell crusader's mantle}, and {@spell detect evil and good}." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Sword is a sentient lawful good item with an Intelligence of 16, a Wisdom of 22, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet. The Sword communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Soul Sword communicates telepathically with its wielder, expressing its desires calmly and respectfully. It makes clear that it will defy and counter inappropriate behavior on the part of its owner. The Sword is happy if the goals of its wielder lead toward challenging deceit, especially that caused by undead creatures, and searching for remnants of Kortaja. It is obsessive about this, but does not push hard unless its wielder is being negligent.", + "The Sword has the following goals:", + { + "type": "list", + "items": [ + "Destroy all undead.", + "Challenge deviousness wherever encountered.", + "Find remnants of ancient Kortaja. This activity includes but is not limited to repairing lost artifacts, searching out ancient dragons who knew of the empire, and excavating ruins." + ] + }, + "If its goals are ignored, or if its owner commits acts of evil or treachery, the Sword may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "aura of life", + "blinding smite", + "crusader's mantle", + "detect evil and good" + ] + }, + { + "name": "Silver Mask of Kas", + "source": "LM", + "page": 115, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "entries": [ + "{@i This solid silver mask is fashioned in the form of a fanged skull. It was originally forged for the exarch Kas by his overlord Vecna.}", + "In a time long past, {@creature Vecna|LM} corrupted the blood of a deva and used it to craft a powerful mask that could aid {@creature Kas|LM} in his duties as the Bloody Handed. Imbued with a powerful sentience, the Mask was made to compliment Kas's martial prowess by supplementing his diplomatic and tactical skills. However, the Mask also had a secondary purpose: it enabled Vecna to magically scry Kas and see through the Mask's eyes, allowing him to personally view his warlord's battles and conquests. One apocryphal tale claims that Vecna also used this scrying function to watch for any signs of betrayal, and that Kas's discovery of this ability helped convince him to betray his master and take the throne for himself.", + "In any case, Kas abandoned the Mask and placed it an unknown vault some time before his fateful battle with Vecna. If found, its sentience still serves the will of Kas, but the scrying magic that remains in still allows The Whispered One to spy on its wielder wherever it goes.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Mask has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Mental Defenses", + "entries": [ + "The Mask defends your mind against external attacks, granting you resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "type": "entries", + "name": "Warlord's Diplomacy", + "entries": [ + "The Mask subconsciously aids you in your social endeavors, granting you advantage on all Charisma checks." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Mask, you can cast the following spells once per dusk each (spell save DC 17), requiring no material components: {@spell bless} (5th level), {@spell command} (5th level), {@spell dominate person}, and {@spell mass suggestion}." + ] + }, + { + "type": "entries", + "name": "Vecna's Sight", + "entries": [ + "This property is not detected by the {@spell identify} spell, and the Mask's sentience is unaware of it and incapable of controlling it. Once per day, Vecna can cast {@spell scrying} on the Mask's wearer. When he does so, he needn't be on the same plane of existence, and the target makes the saving throw with disadvantage." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Mask is a sentient neutral evil item with an Intelligence of 18, a Wisdom of 24, and a Charisma of 23. It has hearing and {@sense darkvision} out to a range of 120 feet. The Mask communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Mask is a soft-spoken tempter. Instead of ordering or begging its possessor to perform an action, it offers quiet suggestions that help both the owner and the item's agenda. Sometimes it whispers into the owner's ear; at other times, its thoughts manifest in its possessor's mind and are indistinguishable from naturally occurring ones. The owner also has regular dreams revealing the power and glory attainable if the Mask's directions are followed. The artifact is especially eager to suggest that its possessor betray any fellows and aid the undead against the living.", + "The Mask has the following goals:", + { + "type": "list", + "items": [ + "Aid the undead against the living.", + "Gain followers of Kas.", + "Convince noble warriors that personal power and advancement are the most important goals." + ] + }, + "If its goals are ignored, the Mask may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "scrying", + "bless", + "command", + "dominate person", + "mass suggestion" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/l44U0nj.png" + } + } + ] + } + }, + { + "name": "Orb of Light", + "source": "LM", + "page": 114, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "bonusSpellAttack": "+3", + "entries": [ + "{@i The Orb of Light appears to be a large and faintly glowing white pearl. A closer look reveals the faint wisps of an angelic figure in an unknown land.}", + "The Orb of Light is the last remnant of a dead god slain by {@creature Tenebrous|LM}. Annihilated by the undead god using the power of the Last Word, this deity shed their divine spark at the last moment and entrusted their last remaining followers to keep it safe. Sealed within a magical sphere and embued with the ability to communicate, this newly created Orb of Light is now the best defense against Orcus and his minions, as well as the unliving celestial abomination created from this deity's corpse that now roams and terrorizes the planes.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Orb has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Aura of Light", + "entries": [ + "The Orb emits {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet. The light is sunlight. You can use a bonus action to expand or reduce its radius of bright and {@quickref Vision and Light||2||dim light} by 10 feet each, to a maximum of 60 feet each or a minimum of 10 feet each.", + "Within the range of the {@quickref Vision and Light||2||bright light}, saving throws made against effects that turn undead have disadvantage, and undead can't benefit from resistance to radiant damage. Whenever they do take radiant damage, the Orb adds an additional {@damage 2d10} damage to the roll. Similarly, living creatures in the {@quickref Vision and Light||2||bright light} have resistance to necrotic damage and advantage on saving throws against effects that deal necrotic damage." + ] + }, + { + "type": "entries", + "name": "Spell Focus", + "entries": [ + "You can use the Orb as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. Additionally, when you cast a damaging spell, you can use the Orb to can change the damage type to radiant damage." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Orb, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell aura of purity}, {@spell blinding smite}, {@spell daylight}, {@spell heroism}, {@spell moonbeam}, {@spell sanctuary}, and {@spell sunbeam}." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Orb is a sentient neutral good item with an Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It has hearing and {@sense darkvision} out to a range of 120 feet. The Orb communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Orb of Light rarely speaks to its owner. Instead, it sends the possessor emotions and, on occasion, inspirational images. Before a particularly dangerous and difficult battle against the undead, it might help its wielder feel less afraid by revealing a brief vision of all the people whose lives will be saved if the monsters are vanquished.", + "The Orb has the following goals:", + { + "type": "list", + "items": [ + "Destroy the undead, which are abominations on the earth.", + "Protect the living from the depredations of the undead.", + "Defeat the plans of Orcus and his allies and servants." + ] + }, + "If its goals are ignored, or if its owner commits acts of evil, the Orb may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "aura of purity", + "blinding smite", + "daylight", + "heroism", + "moonbeam", + "sanctuary", + "sunbeam" + ] + }, + { + "name": "Mirror of Secrets", + "source": "LM", + "page": 114, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "bonusSpellAttack": "+3", + "entries": [ + "{@i This large platinum hand mirror is inlaid with jade and onyx.}", + "In a rare show of unity, the worshipers of the deities Vecna and Zehir formed a secret pact. The combined group was the idea of its leader Trebarra Kan, a powerful priest who, by adeptly leading a double life, managed to become ordained by the temples of both deities. The revelation of his twin loyalties drew faithful from both sides, and the pact between them became both powerful and wideranging. Power brought discord, however, and a competition for allegiances followed. As his careful plans began unraveling, Trebarra Kan attempted to create a magic mirror that would bend insurgents to his will and drive others mad. At a particularly delicate stage of the item's creation, open warfare broke out between the factions. The mix of magical forces sparked a conflagration that enveloped Trebarra Kan and trapped him forever inside his creation.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Mirror has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Reveal Truth", + "entries": [ + "The reflection of the Mirror reveals all manners of illusions and trickery, granting you {@sense truesight} out to a range of 30 feet." + ] + }, + { + "type": "entries", + "name": "Weaken Will", + "entries": [ + "Creatures of your choice within 60 feet of the mirror have disadvantage on saving throws against being {@condition charmed} or {@condition frightened} and can't benefit from resistance to psychic damage." + ] + }, + { + "type": "entries", + "name": "Spell Focus", + "entries": [ + "You can use the Mirror as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. Additionally, divination spells cast through the Mirror don't require any material components." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Mirror, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell bestow curse}, {@spell contact other plane}, {@spell creation}, {@spell eyebite}, {@spell major image}, {@spell mislead}, and {@spell shadow of moil|XGE}." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Mirror is a sentient chaotic evil item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet. The Mirror communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Mirror acts as a medium for Trebarra Kan from his prison plane. He communicates with its owner both telepathically and verbally, using the latter only when others are not around to hear the conversation. Trebarra Kan is impatient and insistent, constantly trying to steer the owner toward his goals. Those goals include:", + { + "type": "list", + "items": [ + "Spread duplicity, weave illusions, and create intrigue wherever possible.", + "Find the ancient relics of Trebarra Kan and those who came after him, including the Tome of Shadow.", + "Free Trebarra Kan from his prison plane.", + "Explore the magic of shadows, death, undead, and illusions to break down the barriers between worlds." + ] + }, + "Trebarra is decidedly macabre, having lost all vestiges of humanity over the years. More than a century of time in a shadow prison has corrupted Trebarra Kan's form, turning him into an insubstantial spirit. He no longer understands human goals and motivations. He also no longer has any interest in religion, having long since given himself wholly to shadow magic.", + "If its goals are ignored, the Mirror may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "bestow curse", + "contact other plane", + "creation", + "eyebite", + "major image", + "mislead", + "shadow of moil|xge" + ] + }, + { + "name": "Jet Black Ioun Stone", + "source": "LM", + "page": 113, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "sentient": true, + "entries": [ + "{@i A unique and powerful Ioun stone, this artifact appears as a pure black void, forever traveling in a slow, patient orbit.}", + "For the most part, Ioun stones are not unique in their nature\u2014any number of dark blue, pale aquamarine, moss green, and other colored stones proliferate throughout the world. Their creator Ioun seeks to distribute knowledge in all its forms.", + "Still, even deities are responsible for items they wish they could unmake. A unique and powerful powerful Ioun stone without copy or sibling, the Jet Black Ioun Stone appears as a pure black void, forever traveling in a slow, patient orbit. It is thought that Ioun crafted it at the behest of Zehir, deity of darkness, poison, and assassins. The lord of knowledge might have felt compelled to create the Stone so that Zehir could use it in the pursuit of understanding\u2014even if that learning involved better ways to find and kill his victims. In truth, the Stone proved a powerful tool, often bestowed directly by Zehir upon a worthy follower to aid in a particularly dangerous assassination attempt.", + "Invested with a sizable portion of Ioun's magical energy, the Stone gained a semblance of self-awareness. After years of aiding in the murder of so many, the Stone has seen its personality become twisted and darkened. Its reputation has grown as well. It has become\u2014however dangerous it might be to possess\u2014a compelling prize for assassins.", + "When you use an action to toss the stone into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", + "The stone cannot be damaged or destroyed by conventional means. It is considered to be an object that is being worn while it orbits your head.", + "While the stone orbits your head, you gain the following benefits.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Stone has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Lethal Strikes", + "entries": [ + "Your weapon attack rolls score a critical hit on a roll of 1 or 20 on the {@dice d20}. On a critical hit, the target takes an additional 15 poison damage and is {@condition poisoned} until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Shadow Stalker", + "entries": [ + "As an action, you can use the Stone to become {@condition invisible} until you use your bonus action to end the effect. This invisibility ends early if you make an attack roll or a damage roll, cast a spell or activate some other power, or enter an area of magical light, such as the {@spell daylight} spell." + ] + }, + { + "type": "entries", + "name": "Thrive in Darkness", + "entries": [ + "You can see normally in darkness, both magical and nonmagical, to a distance of 300 feet. Additionally, {@quickref Vision and Light||2||dim light} within a 60-foot radius aura around you turns into darkness, and {@quickref Vision and Light||2||bright light} in the same area to {@quickref Vision and Light||2||dim light}. At the start of each of your turns, you can activate or deactivate the aura, and you can also change the radius to a distance between 10 feet and 60 feet (no action required)." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Using the Stone, you can cast the following spells at will (spell save DC 17, +9 to hit with spell attacks), requiring no material components: {@spell blur}, {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, {@spell ray of sickness} (3rd level), {@spell silence}, and {@spell sleep} (5th level)." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "The Stone is a sentient neutral evil item with an Intelligence of 13, a Wisdom of 15, and a Charisma of 17. It has hearing and {@sense darkvision} out to a range of 120 feet. The Stone communicates telepathically with its wielder and can speak, read, and understand all languages." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "The Stone is not so much an item of moral evil as of amoral killing. Created to obtain knowledge about opponents in battle\u2014regardless of principles\u2014it has been subverted through constant use in assassination attempts. It now understands no other purpose but killing. The Stone does not care who its owner chooses to kill, as long as the owner is forever hunting someone to slay. The Stone has developed a lust for murder, but requires a mortal partner to carry out the deed. Its goals include:", + { + "type": "list", + "items": [ + "Locate opponents, especially those in hiding or wanted by authorities.", + "Harry such opponents, targeting them for attack.", + "Partner with an assassin or brute who is active in combat and killing." + ] + }, + "The Stone communicates with its owner as a whispered chorus in the possessor's mind. These voices rise in volume and intensity when the owner targets a new bounty, pointing out its location and offering advice on ways to kill it. If the possessor listens closely, the voices of defeated bounties subsequently added to this chorus can be heard.", + "If its lust for blood is ignored, the Stone may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." + ] + } + ], + "attachedSpells": [ + "blur", + "darkness", + "darkvision", + "pass without trace", + "ray of sickness", + "silence", + "sleep" + ] + }, + { + "name": "Vampire Killer", + "source": "LM", + "page": 112, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "artifact", + "reqAttune": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "critThreshold": 19, + "entries": [ + "The Vampire Killer, also known as the Morning Star in some forms, is a magical whip created and wielded by a long line of vampire hunters. While the whip is most potent against vampires, its magic makes it a deadly weapon against other forms of evil as well.", + "The Vampire Killer is a magic whip that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20 on the {@dice d20}.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Vampire Killer has the following random properties:", + { + "type": "list", + "items": [ + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Quick Strikes", + "entries": [ + "You can make one attack with the whip as a bonus action on each of your turns. In addition, when you roll a 19 or 20 on the {@dice d20} when attacking with this weapon, or when you reduce a creature to 0 hit points with an attack from this weapon, you can immediately make an additional attack with the whip (no action required). You can only make this additional attack once per turn." + ] + }, + { + "type": "entries", + "name": "Sacred Burst", + "entries": [ + "When this whip deals damage to a fiend or undead, fiery radiance bursts out from the impact. The target, as well as each fiend and undead within 10 feet of it, takes {@damage 2d10} radiant damage." + ] + }, + { + "type": "entries", + "name": "Battle Fervor", + "entries": [ + "While the whip is on your person, you add a {@dice d10} to your initiative at the start of every combat, and your speed is increased by 10 feet." + ] + }, + { + "type": "entries", + "name": "Vampire Slayer", + "entries": [ + "Once per turn when this whip deals damage to a vampire, you can cause the vampire to become vulnerable to radiant damage until the start of your next turn (no action required). This vulnerability doesn't apply to the triggering damage.", + "Additionally, when a hit from this weapon reduces a vampire to 0 hit points, the radius of the hit's Sacred Burst increases to 30 feet." + ] + } + ] + }, + { + "name": "Nightstick", + "source": "LM", + "page": 112, + "type": "RD", + "rarity": "rare", + "reqAttune": "by a cleric", + "reqAttuneTags": [ + { + "class": "cleric" + } + ], + "entries": [ + "This black rod carved of darkly stained wood is inset with religious symbols of various deities.", + "When you use your Channel Divinity to Turn Undead, the range of the ability increases to 60 feet." + ] + }, + { + "name": "Rod of Defiance", + "source": "LM", + "page": 112, + "type": "RD", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This white cudgel-like rod is covered in magical runes that glow with a holy light.", + "The rod emits {@quickref Vision and Light||2||dim light} in a 30-foot radius. Undead in this area have disadvantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Rod of Undead Mastery", + "source": "LM", + "page": 112, + "type": "RD", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "recharge": "dusk", + "rechargeAmount": "{@dice 1d6 + 2}", + "charges": 8, + "entries": [ + "This metal rod is carved to resemble a stack of miniature skulls.", + "The rod has 8 charges, and it regains {@dice 1d6 + 2} expended charges daily at dusk. As an action, you can spend 1 charge to reassert control over one undead you have animated." + ] + }, + { + "name": "Scepter of the Netherworld", + "source": "LM", + "page": 112, + "type": "RD", + "rarity": "very rare", + "reqAttune": true, + "charges": 3, + "entries": [ + "This plain steel baton contains several glyphs incised along its length that promise power over the undead.", + "While holding the rod, you know the exact location and type of all undead within 1,000 feet of you. You can telepathically communicate with an undead within range, or you can broadcast your thoughts to all undead within range. The undead receiving your broadcasted thoughts have no special means of replying to them.", + "The rod has 3 charges. As an action, you can expend 1 charge to cast {@spell dominate monster} (save DC 21), which affects undead only. (The spell fails and the charge is wasted if you target any creature that's not undead.) If an undead can see you when you cast this spell on it, the undead knows you tried to charm it. The rod regains all its charges 24 hours after its last charge is expended.", + "If you are not undead, using the rod's dominate monster property in the Shadowfell has a {@chance 10|10 percent} chance of attracting a death knight, which arrives on the back of a nightmare mount in {@dice 1d4} hours. The death knight tries to recover the rod, killing you if necessary to obtain it. If it gets the rod, the death knight tries to deliver it to its master." + ], + "attachedSpells": [ + "dominate monster" + ] + }, + { + "name": "Wight Shield", + "source": "LM", + "page": 111, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "entries": [ + "A wight shield is a buckler covered in the undead hide of a wight.", + "When you succeed on a check made to {@action shove} a creature using this shield, the creature also suffers disadvantage on the next Strength, Constitution, or death saving throw it makes before the end of your next turn." + ] + }, + { + "name": "Wrapped Tower", + "source": "LM", + "page": 111, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusWeaponAttack": "+5", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d4 + 2}", + "charges": 6, + "entries": [ + "A wrapped tower is a large shield wrapped in the funerary wrappings of an undead mummy.", + "The shield has 6 charges, and it regains {@dice 1d4 + 2} expended charges daily at dusk. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 13, +5 to hit with spell attacks): {@spell bestow curse} (3 charges), {@spell blight} (4 charges), {@spell fear} (3 charges), {@spell inflict wounds} (1 charge), {@spell ray of enfeeblement} (2 charges)." + ], + "attachedSpells": [ + "bestow curse", + "blight", + "fear", + "inflict wounds", + "ray of enfeeblement" + ] + }, + { + "name": "Bonemail", + "source": "LM", + "page": 110, + "baseItem": "spiked armor|SCAG", + "type": "MA", + "rarity": "rare", + "reqAttune": true, + "weight": 45, + "ac": 14, + "stealth": true, + "entries": [ + "Bonemail is spiked armor crafted from interlocking bones and shards of bone extracted from an undead skeleton.", + "While wearing this armor, when you use the {@action Attack} action to {@action shove} a creature, the target takes 6 piercing damage if your check succeeds, and it can be pushed up to 5 feet away from you in a straight line." + ] + } + ], + "magicvariant": [ + { + "name": "Necrotic Focus", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "nameSuffix": " of Necrotic Focusing", + "source": "LM", + "page": 111, + "rarity": "uncommon", + "entries": [ + "This magic weapon serves as a channel for negative energy.", + "While you are wielding the weapon, you can use it as a spellcasting focus. When you deal damage with an attack or spell while holding this focus, you can change the damage type to necrotic damage." + ] + } + }, + { + "name": "Day Armor", + "type": "GV", + "requires": [ + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "namePrefix": "Day ", + "source": "LM", + "page": 110, + "resist": [ + "radiant" + ], + "rarity": "very rare", + "entries": [ + "Typically used by vampires and other intelligent undead, day armor is a special item that prevents light or sunlight from harming the wearer during combat.", + "While wearing this armor, you ignore the effects of traits such as Light Sensitivity, Sunlight Sensitivity, and Sunlight Hypersensitivity that harm you while you are in light or sunlight. Additionally, you gain resistance to radiant damage, and you have advantage on saving throws against being {@condition blinded}." + ] + } + }, + { + "name": "Ghoul Shell", + "type": "GV", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "namePrefix": "Ghoul Shell ", + "source": "LM", + "page": 110, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "A suit of ghoul shell armor consists of shaped and fitted sections of ghoul hide sewn and interlocked to cover the entire body, save for head, hands, and feet. Necromantic residue remaining in the ghoul shell keeps the armor pliant and responsive.", + "While wearing this armor, you can use your action to target the corpse of a creature that is within 5 feet of you, has been dead for no longer than 1 minute, died violently, and isn't a construct. When you do so, the armor consumes the corpse and grants you a bonus to AC: +1 if the corpse is Medium or smaller, +2 if it is Large or Huge, or +3 if it is Gargantuan or larger. This bonus to AC lasts for 1 hour or until you use this action again." + ] + } + }, + { + "name": "Ghost Ward", + "type": "GV", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "namePrefix": "Ghost Ward ", + "source": "LM", + "page": 110, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "This armor is infused with positive energy that protects its wearer from attacks made by incorporeal undead.", + "While wearing this armor, you have advantage on saving throws against effects that would possess you, reduce your hit point maximum, or cause you to be {@condition frightened}.", + "In addition, you take half damage from attacks made by creatures with the Incorporeal Movement trait. If you are hit by such an attack, the armor creates a backlash of positive energy that deals {@damage 2d6} radiant damage to the attacker." + ] + } + }, + { + "name": "Ghost Shroud", + "type": "GV", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + } + ], + "inherits": { + "namePrefix": "Ghost Shroud ", + "source": "LM", + "page": 110, + "rarity": "rare", + "reqAttune": true, + "curse": true, + "entries": [ + "A ghost shroud appears as a winding cloth in which the body is wrapped, as if for burial. The shroud sometimes appears, appropriately enough, ghostly and partially translucent.", + "When you take the {@action Dash} action while wearing this armor, you can also choose to become incorporeal until the end of the turn. During this time, you can move through other creatures and objects as if they were {@quickref difficult terrain||3}, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you can't use this property again for 1 hour.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "Once you don this cursed armor, you can't doff it unless you are targeted by the {@spell remove curse} spell or similar magic. If you die while wearing this armor, your spirit rises as a {@creature ghost} in the same space. Your ghost is bound to haunt this armor, shares your size, alignment, and languages, and can only move on to the afterlife or be resurrected once your death has been avenged." + ] + } + ] + } + }, + { + "name": "Shadow Veil", + "type": "GV", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + } + ], + "inherits": { + "namePrefix": "Shadow Veil ", + "source": "LM", + "page": 111, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "A shadow veil appears as a indistinct, enveloping covering of darkness.", + "While wearing this armor, the shadows emanating from it cause you to be {@quickref Vision and Light||2||lightly obscured} to others. In addition, while you are in {@quickref Vision and Light||2||dim light} or darkness, you have advantage on Dexterity ({@skill Stealth}) checks made to hide, and your speed is increased by 20 feet." + ] + } + }, + { + "name": "Weapon of Ghost Striking", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "nameSuffix": " of Ghost Striking", + "source": "LM", + "page": 112, + "rarity": "uncommon", + "entries": [ + "A weapon of ghost striking is surrounded by the soft glow of ectoplasmic residue.", + "Attacks made with this weapon deal radiant damage to creatures with the Incorporeal Movement trait, instead of its normal damage type. Furthermore, any creature with the Incorporeal Movement trait can't move through the weapon (e.g. a net), and must interact with it as though it were a corporeal creature." + ] + } + }, + { + "name": "Profane Weapon", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "entries": [ + "A profane weapon is sheathed in crackling black negative energy.", + "While you are wielding the weapon, it deals an extra {@damage 2d6} necrotic damage to any target it hits." + ], + "inherits": { + "namePrefix": "Profane ", + "source": "LM", + "page": 111, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "While you are wielding the weapon, it deals an extra {@damage 2d6} necrotic damage to any target it hits." + ] + } + }, + { + "name": "Sacred Weapon", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Sacred ", + "source": "LM", + "page": 111, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "A sacred weapon is sheathed in luminous positive energy.", + "While you are wielding the weapon, it deals an extra {@damage 2d6} radiant damage to any target it hits." + ] + } + }, + { + "name": "Vampire Hide", + "type": "GV", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + } + ], + "inherits": { + "namePrefix": "Vampire Hide ", + "source": "LM", + "page": 111, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This armor is prepared from a single layer of vampire skin. Necromantic residue remaining in the cloak keeps the armor pliant and responsive.", + "While wearing the cloak, you gain the following benefits:", + { + "type": "entries", + "name": "Bat Transformation", + "entries": [ + "If you aren't in sunlight or running water, you can use your action to cast {@spell polymorph} on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dusk." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, its range increases by 60 feet." + ] + }, + { + "type": "entries", + "name": "Spider Climb", + "entries": [ + "You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "type": "entries", + "name": "Vampiric Charm", + "entries": [ + "Creatures that can see you have disadvantage on saving throws against being {@condition charmed} by you or one of your companions." + ] + } + ], + "attachedSpells": [ + "polymorph" + ] + } + } + ], + "spell": [ + { + "name": "Animate Crawling Claw", + "source": "LM", + "page": 126, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a butcher's knife" + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "This spell binds the life force of a murderer to its severed hand, haunting and animating it. Choose a severed hand you can see within range. The hand must have been severed from the body of a humanoid murderer within the last seven days. If the murderer is dead and its spirit already manifests as another undead creature, or if its dead spirit has long passed on to another plane, the spell fails.", + "The target hand becomes a {@creature crawling claw}. It is under your control for 24 hours, after which the hand becomes inactive and can't be animated again. On each of your turns, you can use a bonus action to mentally command the crawling claw. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command for it to follow to the best of its understanding. If you issue no commands, the claw follows its last command to the best of its ability. Once given an order, the claw continues to follow it until its task is complete." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the crawling claw remains active for an additional 24 hours for every slot level above 1st. When cast using a spell slot of 6th level or higher, the crawling claw remains active until slain." + ] + } + ], + "miscTags": [ + "SGT", + "UBA" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YVi3Pct.png" + } + } + ] + }, + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Animate Greater Undead", + "source": "LM", + "page": 126, + "level": 6, + "school": "N", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth 300 gp", + "cost": 30000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell creates an undead servant. Choose a pile of bones or a corpse of a Huge or smaller creature within range. The creature must have been a {@filter beast, dragon, giant, or plant of CR 5 or lower|bestiary|Challenge Rating=[&5;&\u2014]|type=beast;dragon;giant;plant}. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target retains the statistics that it had in life, except for the following modifications:", + { + "type": "list", + "items": [ + "The target is immune to poison and {@condition exhaustion|PHB}.", + "The target loses any trait, such as Amphibious, that assumes a living physiology.", + "The target can't cast spells, and thus loses the Spellcasting and Innate Spellcasting traits if it had them.", + "The target's Intelligence, Wisdom, and Charisma scores are reduced to 6 (-2), if they weren't already lower." + ] + }, + "On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one undead of CR 5 or lower that you have animated with this spell, rather than animating a new one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the maximum challenge rating of creatures you can animate or reassert control over increases by 1 for each slot level above 6th." + ] + } + ], + "conditionInflict": [ + "exhaustion" + ], + "miscTags": [ + "UBA" + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Avascular Mass", + "source": "LM", + "page": 126, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You shoot a ray of necromantic energy from your outstretched hand, causing one creature of your choice within range to violently purge blood vessels through its skin. Constructs and undead are not affected by this spell. The target must make a Constitution saving throw, taking {@damage 8d10} necrotic damage on a failed save, or half as much damage on a successful one.", + "On a failed save, the target's purged blood vessels are magically animated, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them. The avascular mass instantaneously erupts in a 20-foot radius sphere centered on the target. The avascular mass is difficult terrain and lightly obscures their area.", + "If the avascular mass isn't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn.", + "Each creature that starts its turn in the avascular mass or that enters it during its turn must make a Dexterity saving throw. The original target of the spell automatically fails this saving throw. On a failed save, a creature is {@condition restrained} as long as it remains in the avascular mass or until it breaks free.", + "A creature {@condition restrained} by the avascular mass can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer {@condition restrained}.", + "Any 5-foot cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue." + ], + "damageInflict": [ + "necrotic", + "radiant" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "abilityCheck": [ + "strength" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Awaken Undead", + "source": "LM", + "page": 127, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a humanoid fingerbone" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell grants intelligence to {@filter mindless undead|bestiary|type=undead|miscellaneous=|Intelligence=[1;6]} such as skeletons and zombies with an Intelligence score of 6 or lower. Choose up to ten undead within range that fit this criteria. The targets must be within range for the entire casting of the spell. At the completion of the casting, the targets regain the memories, the languages, and the Intelligence, Wisdom, and Charisma scores that they had in life. They also regain the weapon and armor proficiencies they had in life (if any), and they gain advantage on saving throws against effects that turn undead." + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Bite of the King", + "source": "LM", + "page": 127, + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Your maw suddenly opens many times its normal size as it attempts to swallow your victim whole. After the attempt, it immediately returns to its normal size.", + "Make a melee spell attack against a creature you can reach. On a hit, the target takes {@damage 6d12} piercing damage, and it must make a Dexterity saving throw. On a failed save, the target is immediately banished to the \"stomach dimension\" for the duration.", + "The stomach dimension is a demiplane that adjusts its size to squeeze the largest creature that is currently inside of it. While in the stomach dimension, a creature is {@condition blinded} and {@condition restrained}, and it takes {@damage 4d6} acid damage plus {@damage 4d6} bludgeoning damage at the start of each of your turns. To escape, a creature must deal 35 damage to the walls of the stomach dimension on a single turn. The walls of the stomach dimension have an AC of 21 and are immune to acid, necrotic, poison, and psychic damage.", + "A creature that successfully exits the stomach dimension or is still alive at the end of the duration appears next to you in the nearest unoccupied space, seemingly being expelled through a rip between dimensions that originates from your stomach.", + "Each caster of this spell has a personal stomach dimension that this spell links to. If a creature dies while in your stomach dimension, you can choose to eject its corpse and the items it had on its person, or you can let it remain as a warning for future victims of this spell." + ], + "damageInflict": [ + "acid", + "bludgeoning", + "piercing" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + } + }, + { + "name": "Clutch of Orcus", + "source": "LM", + "page": 127, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "One humanoid of your choice that you can see within range begins to suffer a magic-induced heart attack. The target must succeed on a Constitution saving throw or take {@damage 3d8} necrotic damage and be {@condition stunned} for the duration. At the end of each of its turns, the target repeats the saving throw. It takes {@damage 3d8} necrotic damage on a failed save, and the spell ends on the target on a successful one." + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Command Horde", + "source": "LM", + "page": 127, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, and as an action on each of your turns for the duration, you can command up to four undead that you can see within range that are under your control. You give the same command to each target. You choose from one of the following commands each time you use this effect:", + { + "type": "entries", + "name": "Advance", + "entries": [ + "Each target can use its reaction to move up to its speed." + ] + }, + { + "type": "entries", + "name": "Apprehend", + "entries": [ + "Each target can use its reaction to attempt to grapple one creature within its reach. The undead can all grapple the same target or can split their grapples between different targets." + ] + }, + { + "type": "entries", + "name": "Attack", + "entries": [ + "Each target can use its reaction to make one attack against a creature they can see. The undead can all attack the same target or can split their attacks between different targets." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target two additional undead for each slot level above 3rd." + ] + } + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Consumptive Field", + "source": "LM", + "page": 127, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A consumptive death field radiates from you in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes {@damage 2d6} necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Undead are unaffected by this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ], + "classes": { + "fromClassList": [ + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Energy Ebb", + "source": "LM", + "page": 128, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You point your finger and utter a foul incantation, releasing a black needle of crackling negative energy that assaults the life force of living creatures. When you cast this spell, and as an action on each of your turns until the spell ends, you can target one creature you can see within range. If the target isn't undead, it must succeed on a Constitution saving throw or take {@damage 4d8} necrotic damage and suffer one level of {@condition exhaustion|PHB}. If the target is undead, you instead roll {@dice 4d8}. The target gains half the total as temporary hit points." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage and temporary hit point dice increase by {@dice 1d8} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT", + "THP" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Field of Ghouls", + "source": "LM", + "page": 128, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls. Each living creature within 30 feet of you is {@condition poisoned} until the end of your next turn. Targets with 30 hit points or fewer must also make a Charisma saving throw. If a target has 0 hit points, it automatically fails this saving throw. On a failed save, a target dies.", + "A humanoid killed by this spell rises at the start of your next turn as a {@creature ghoul} that is under your command, following your verbal orders to the best of its ability. Any ghoul created by this spell melts into a pile of flesh and is destroyed after 24 hours." + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "charisma" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Flesh Puppet", + "source": "LM", + "page": 128, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a piece of a corpse worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You create a Tiny construct made of flesh and bone, a puppet that obeys your telepathic commands, in a space within range. It has no thoughts of its own, but it can telepathically communicate what it senses to you. Once on each of your turns, you can telepathically command the construct to walk up to 30 feet and interact with objects. The puppet can't attack, activate magic items, or carry more than 10 pounds, but it can perform simple tasks that require no actions such as pushing, pulling, or lifting objects.", + "The puppet has AC 10, 1 hit point, and a Strength of 2. If it drops to 0 hit points, if it is ever more than 60 feet away from you, or if you cast this spell again, the puppet crumbles into a pile of bones and flesh and the spell ends.", + "Additionally, as an action, you can see through your puppet's eyes and hear what it hears until the start of your next turn, using its normal senses instead of your own. During this time, you are {@condition deafened|phb|deaf} and {@condition blinded|phb|blind} with regard to your own senses." + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Ghastly Stench", + "source": "LM", + "page": 128, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You emanate the putrid stench of a ghast. For the duration, each creature that starts its turn within 15 feet of you must succeed on a Constitution saving throw or be {@condition poisoned} until the start of its next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can increase the radius of this spell by 5 feet for each slot level above 2nd." + ] + } + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Ghoul Gauntlet", + "source": "LM", + "page": 128, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched, and spreads outwards as the target's body slowly dies and is transformed into a ghoul's cold, undying flesh.", + "Make a melee spell attack against a humanoid within your reach. On a hit, the target is {@condition poisoned}.", + "At the end of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes {@damage 4d6} necrotic damage. If the target succeeds on three of these saves, it is no longer {@condition poisoned}, and the spell ends. The spell can also be ended early by the {@spell greater restoration}, {@spell heal}, and {@spell remove curse} spells.", + "If the target is reduced to 0 hit points while {@condition poisoned} by this spell, it dies and rises at the start of your next turn as a {@creature ghoul} that is under your command, following your verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours." + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "poisoned" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Ghoul Light", + "source": "LM", + "page": 129, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of rendered fat" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn't use oxygen. The flame can be covered and hidden, but not smothered or quenched.", + "Undead within 30 feet of this light have advantage on saving throws against effects that turn undead. If an undead already had advantage on such saving throws before entering the area, it instead gains immunity to effects that turn undead while within the area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the effect persists until it is dispelled." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Grave Bolt", + "source": "LM", + "page": 129, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch a bolt of negative energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} necrotic damage. If this attack hits a tree, a plant creature, or some other form of vegetation, the target instead takes {@damage 1d12} damage.", + "The spell's damage increases by one die when you reach 5th level ({@dice 2d10} or {@dice 2d12}), 11th level ({@dice 3d10} or {@dice 3d12}), and 17th level ({@dice 4d10} or {@dice 4d12})." + ], + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Gravesight", + "source": "LM", + "page": 129, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch an undead creature that is under your control. For the duration of the spell, you can use your action to see through the undead's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you gain the benefits of any special senses possessed by that target, though you are {@condition blinded} and {@condition deafened} to your own surroundings." + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Kiss of the Vampire", + "source": "LM", + "page": 129, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face", + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You target one living creature you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. The {@condition charmed} target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can.", + "The {@condition charmed} target can repeat the saving throw at the end of each of its turns. It takes {@damage 3d6} psychic damage on a failed save, and the spell ends for it on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Lay Waste", + "source": "LM", + "page": 129, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create six tiny orbs of negative energy in your space. They float in the air and orbit you for the spell's duration. When you cast the spell\u2014and as a bonus action on each of your turns thereafter\u2014you can expend one or two of the orbs, sending them streaking toward a point or points you choose within 120 feet of you. Once a orb reaches its destination or impacts against a solid surface, the orb explodes. Each creature within 5 feet of the point where the orb explodes must make a Constitution saving throw. A creature takes {@damage 2d6} necrotic damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the number of orbs created increases by two for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "UBA" + ], + "classes": { + "fromClassList": [ + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Manipulate Corpse", + "source": "LM", + "page": 130, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "strings to control a marionette with" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate the corpse of one creature you can see within range, creating up to two of the following effects:", + { + "type": "list", + "items": [ + "The corpse contorts its body in a manner of your choosing, even if it wouldn't be able to do so in life.", + "The corpse speaks a short message in a language that you know, even if it lacks the parts that normally govern speech.", + "The corpse moves up to 10 feet along the ground in a direction of your choice.", + "The corpse {@action grapple|phb|grapples} or {@action shove|phb|shoves} one creature within 5 feet of it. Instead of a Strength ({@skill Athletics}) check, you can make a melee spell attack instead. If you choose the grapple option, the grapple ends automatically at the start of your next turn." + ] + } + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Mourning Mist", + "source": "LM", + "page": 130, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bottle of black ichor" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You hurl a globule of black mist at a point within range. Each living creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d10} necrotic damage, and each undead ally of your choice has advantage on attacks against the creature until the end of your next turn." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Necrotic Cyst", + "source": "LM", + "page": 130, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Make a melee spell attack against a creature within your reach. On a hit, the target develops an internal spherical sac that contains fluid or semisolid necrotic flesh, unless it is a construct or undead. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever you chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful Wisdom ({@skill Medicine}) check against your spell save DC.", + "While the target possesses a necrotic cyst, it suffers from the {@condition poisoned} condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", + "A protection from evil and good spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by heal or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a Wisdom ({@skill Medicine}) check against your spell save DC. On a success, the cyst is removed safely, and the target suffers one level of {@condition exhaustion|PHB}. On a failure, the target dies." + ], + "damageResist": [ + "necrotic" + ], + "damageImmune": [ + "necrotic" + ], + "damageVulnerable": [ + "necrotic" + ], + "conditionInflict": [ + "exhaustion", + "poisoned" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Negative Energy Burst", + "source": "LM", + "page": 130, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "m": "a broken bone and a square of black silk" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A wave of negative energy washes out from a point of your choice within range. Each living creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking {@damage 5d12} necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage rises up as a {@creature zombie} at the start of your next turn. The zombie pursues whatever living creature it can see that is closest to it.", + "Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "THP" + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Plague of Undead", + "source": "LM", + "page": 130, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "one or more black sapphires whose total value equals or exceeds 10,000 gp", + "cost": 1000000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Great necromantic power causes any number of Small or Medium corpses you can see within range to animate. Each corpse immediately stands up and becomes undead. You decide whether a corpse becomes a {@creature zombie} or a {@creature skeleton}. These undead are permanently under your command and follow your verbal orders to the best of its ability. They also gain a bonus to their attack and damage rolls equal to your spellcasting ability modifier for the next 24 hours." + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Protection from Life and Death", + "source": "LM", + "page": 131, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "For the duration, the willing creature you touch has resistance to necrotic and radiant damage." + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "LM" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Revive Undead", + "source": "LM", + "page": 131, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a black pearl worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Your restore animation to the remains of an undead creature you touch. The target reanimates with all of its hit points, but it it is under no compulsion to behave in any particular way unless it was under your control before it was destroyed. This spell fails if the target was destroyed by a Turn Undead effect, or if its body was otherwise completely obliterated by a spell or other effect. The undead must have been inactive for no more than a week, and its Challenge Rating must be equal to or less than your character level (or Challenge Rating, if you don't have a class level)." + ], + "miscTags": [ + "HL" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Sheltered Vitality", + "source": "LM", + "page": 131, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a diamond worth at least 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "One willing creature you touch gains advantage on saving throws against the following effects for the duration:", + { + "type": "list", + "items": [ + "Effects that reduce its ability scores", + "Effects that reduce its hit point maximum", + "Effects that cause its {@condition exhaustion|PHB} level to increase" + ] + } + ], + "conditionInflict": [ + "exhaustion" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Tenebrous Phantasm", + "source": "LM", + "page": 131, + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of powder or a small crystal" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Drawing energy from the Shadowfell, you create up to four shadowy phantasms within range that persist for the duration. These phantasms can be of any creature or object you are familiar with. The phantasms appear to be real and animate, but also translucent. Their AC equals your spellcasting ability, they fail all Strength, Dexterity, and Constitution saves, and they pass all Intelligence, Wisdom, and Charisma saves.", + "As a bonus action on your turn, you can direct each phantasm to move up to 30 feet and perform one of the following actions:", + { + "type": "entries", + "name": "Grapple or Shove", + "entries": [ + "The phantasm attempts to grapple or shove one creature within 5 feet of it. The target must succeed on a Strength or Dexterity saving throw (its choice) or be {@condition grappled} by the phantasm, knocked {@condition prone}, or pushed up to 5 feet away." + ] + }, + { + "type": "entries", + "name": "Fear", + "entries": [ + "The phantasm attempts to induce fear in one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or be {@condition frightened} until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Manipulate Object", + "entries": [ + "The phantasm takes the {@action Use an Object} action. The phantasm can't activate magic items or carry more than 50 pounds." + ] + }, + { + "type": "entries", + "name": "Shadow Touch", + "entries": [ + "The phantasm touches one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or take {@damage 2d6} necrotic or psychic damage (your choice)." + ] + }, + "If a phantasm takes damage or is ever more than 60 feet away from you, it is destroyed. If a creature succeeds on an Intelligence ({@skill Investigation}) or Intelligence ({@skill Arcana}) check against your spell save DC, it realizes the phantasms are illusions that can be destroyed. When a phantasm is destroyed, any creature within 5 feet of it that doesn't realize it's an illusion must make a Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ], + "damageInflict": [ + "necrotic", + "psychic" + ], + "conditionInflict": [ + "frightened", + "grappled" + ], + "savingThrow": [ + "dexterity", + "wisdom" + ], + "miscTags": [ + "UBA" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Unholy Crusade", + "source": "LM", + "page": 131, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Unholy power radiates from you in an aura with a 30-foot radius, infusing your allies' weapons with negative energy. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra {@damage 1d4} necrotic damage when it hits with a weapon attack." + ], + "damageInflict": [ + "necrotic" + ], + "classes": { + "fromClassList": [ + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Unholy Union", + "source": "LM", + "page": 131, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a black onyx worth at least 5,000 gp, which the spell consumes", + "cost": 500000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create an unholy union between a living creature and an undead. The first target is an undead creature that must be willing or magically compelled into agreeing with the spell. The second target is a willing living creature, or the corpse of a living creature that has been dead for no longer than one week whose soul is willing, which be fused with the undead. Both creatures must be within 5 feet of you for the full casting time.", + "When the casting is complete, the living creature fuses with the undead, its soul entering the combined body and turning it into a new creature. The new creature's game statistics are the same as the undead, though it also gains the traits, abilities, proficiencies, class features, and feats of the living creature. The new creature can use the ability scores and proficiency bonus of either target, choosing from whichever is higher for each.", + "The new creature possesses the memories of both targets, but its personality is either that of the undead, the living creature, or a combination of both (your choice). Its appearance is some combination of the two targets' appearances of your choice." + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Vampiric Smite", + "source": "LM", + "page": 132, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, you siphon away some of the target's life force. The attack deals an extra {@damage 3d6} necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "HL" + ], + "classes": { + "fromClassList": [ + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Veil of Undeath", + "source": "LM", + "page": 132, + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a black sapphire worth 1,000 gp", + "cost": 100000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You gain many of the traits common to undead creatures. You gain the following benefits for the duration:", + { + "type": "list", + "items": [ + "Your body appears sick and ghastly, as though you were a walking corpse. Undead with an Intelligence score of 6 or lower won't attack you except in self defense or when ordered to, and you are detected as an undead by a paladin's Divine Sense feature.", + "You don't require air, food, drink, or sleep.", + "You are immune to necrotic damage. Whenever you are subjected to necrotic damage, you instead gain a number of temporary hit points equal to half the necrotic damage you would have taken.", + "You are immune to poison, disease, and {@condition exhaustion|PHB}." + ] + } + ], + "conditionInflict": [ + "exhaustion" + ], + "miscTags": [ + "THP" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Venomous Smite", + "source": "LM", + "page": 132, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a melee weapon attack during the spell's duration, your attack deals an extra {@damage 1d6} poison damage. Additionally, the target must make a Constitution saving throw or be {@condition poisoned} until the spell ends. As an action, the creature can make a Constitution check against your spell save DC to overcome the poison and end this spell." + ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "abilityCheck": [ + "constitution" + ], + "classes": { + "fromClassList": [ + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Wall of Pain", + "source": "LM", + "page": 132, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of negative energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.", + "When the wall appears, each living creature within its area must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d8} necrotic damage and has its speed halved until the end of their next turn. On a successful save, it takes half as much damage and does not have its speed halved.", + "A living creature makes the same save when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall is harmless.", + "An undead that passes through either side of the wall has its speed increased by 10 feet until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "classes": { + "fromClassList": [ + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Weakening Aura", + "source": "LM", + "page": 132, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You create an aura of negative energy that weakens the life force of nearby creatures. Creatures within 15 feet of you can't regain hit points and have disadvantage on death saving throws, saving throws against {@condition exhaustion|PHB}, and saving throws against effects that would reduce their hit point maximum.", + "On each of your turns before the spell ends, you can use your bonus action to temporarily disable the field until the start of your next turn." + ], + "conditionInflict": [ + "exhaustion" + ], + "miscTags": [ + "HL", + "UBA" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + } + }, + { + "name": "Wither Limb", + "source": "LM", + "page": 133, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Choose one creature that you can see within range to make a Constitution saving throw. On a failed save, you can choose to wither one of its limbs or appendages, preventing it from using it for the duration.", + "For example, if you wither a leg, the target can't use that leg and may fall {@condition prone} for the duration, and withering a wing may cause it to fall if it is flying. If you wither an arm, the target drops any item it is holding with that arm, and until the spell ends, it can't use that arm to use or hold items, to make attacks, or to perform somatic components for spells.", + "The target can repeat the save at the end of each of its turns, ending the spell on itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xwfg75C.png" + } + } + ] + }, + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Blackguard", + "source": "LM" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Withering Curse", + "source": "LM", + "page": 133, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You unleash a curse on one creature you can see within range. The target must make a Charisma saving throw, taking {@damage 2d8} necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes cursed for the duration of the spell or until a {@spell remove curse} spell is cast on it.", + "While cursed, the target can't regain hit points, and it must repeat the saving throw at the end of each of its turns. It takes {@damage 1d6} necrotic damage on a failed save, and the curse ends on the target on a successful one.", + "If the target dies while cursed by this spell, it crumbles into a cloud of dust." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by {@dice 1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "HL", + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + } + ], + "book": [ + { + "name": "Libris Mortis", + "id": "LM", + "source": "LM", + "coverUrl": "https://i.imgur.com/nauXp3q.png", + "published": "2023-01-14", + "group": "homebrew", + "contents": [ + { + "name": "Welcome", + "headers": [ + "Credits", + "Introduction" + ] + }, + { + "name": "Bestiary", + "headers": [ + "Abominations", + "Blightspawn", + "Chaos Walkers", + "Deathtritus", + "Dread Brutes", + "Oozes", + "Servants of Darkness", + "Spirits", + "Undead Aviary", + "Unrisen", + "Wraiths" + ] + }, + { + "name": "Creature Templates", + "headers": [ + "Ghost Brute", + "Half-Vampire", + "Hooded Pupil", + "Mummified Creature", + "Necromental", + "Necropolitan", + "Swarm-Shifter", + "Umbral Creature", + "Minor Templates" + ] + }, + { + "name": "Cults of Undeath", + "headers": [ + "Academy Necromica", + "Blood Scion Heresy", + "Eyes of Vecna", + "Lurkers in Shadow", + "Minions of the Skull", + "The Ruby Order" + ] + }, + { + "name": "Undead Hall of Infamy", + "headers": [ + "Dregoth, the Dread King", + "Kas, the Betrayer", + "Osterneth, the Bronze Lich", + "Tenebrous, the Shadow of Orcus", + "Vecna, the Whispered One" + ] + }, + { + "name": "Blackguard" + }, + { + "name": "Subclasses" + }, + { + "name": "Equipment", + "headers": [ + "Armor", + "Weapons", + "Rods", + "Sentient Artifacts", + "Wondrous Items", + "Undead Grafts", + "Special Substances", + "Positoxins", + "Adventuring Gear" + ] + }, + { + "name": "Spells", + "headers": [ + "Usage", + "Spell Descriptions" + ] + } + ] + } + ], + "bookData": [ + { + "id": "LM", + "source": "LM", + "data": [ + { + "type": "section", + "name": "Welcome", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zYD662W.png" + } + } + ] + }, + { + "type": "section", + "name": "Credits", + "entries": [ + "Much of the content here is ported from previous edition supplements.", + { + "type": "entries", + "name": "Original Books", + "entries": [ + "This book is primarily a conversion of content from various supplements from 3.5e and 4e.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Libris Mortis", + "entries": [ + "Converted content from {@i Libris Mortis} (3.5e) appears in Chapters 1-3 and 6-8. This book was designed by Andy Collins and Bruce R. Cordell." + ] + }, + { + "type": "entries", + "name": "Open Grave", + "entries": [ + "Converted content from {@i Open Grave} (4e) appears in Chapters 1, 2, 4, and 7. This book was designed by Bruce R. Cordell, Eytan Bernstein, Brian R. James, Robin Laws, and John Snead." + ] + }, + { + "type": "entries", + "name": "Heroes of Shadow", + "entries": [ + "The blackguard class from {@i Player Options: Heroes of Shadow} (4e Essentials) appears in Chapter 5. This book was designed by Mike Mearls, Eytan Bernstein, Claudio Pozas, Robert J. Schwalb, Matt Sernett, Chris Sims, and Rodney Thompson." + ] + }, + { + "type": "entries", + "name": "Dead Gods", + "entries": [ + "Tenebrous from {@i Dead Gods} (2e) appears in Chapter 4. This book was written by Monte Cook." + ] + }, + { + "type": "entries", + "name": "Dark Sun Creature Catalog", + "entries": [ + "Dregoth from {@i Dark Sun Creature Catalog} (4e) appears in Chapter 4. This book was designed by Richard Baker, Ari Marmell, and Chris Sims." + ] + }, + { + "type": "entries", + "name": "City by the Silt Sea", + "entries": [ + "New Giustenal from {@i City by the Silt Sea} (2e) appears in Chapter 4. This book was designed by Shane Lacy Hensley." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Art Credits", + "entries": [ + "All art used in this document is taken from official books from 3.5e, 4e, and 5e, in accordance with the Wizards of the Coast Fan Content Policy.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Libris Mortis", + "entries": [ + "Dawn Murin (art director); Tom Kidd (cover artist); Thomas Baxa, Steve Belledin, Jeff Easley, Steve Ellis, Wayne England, Emmanuelle Hunter, Jeremy Jarvis, Chuck Lukacs, David Martin, Michael Phillippi, Steve Prescott, Wayne Reynolds, Brian Snoddy (interior artists); Dee Barnett, Dawn Murin, Trish Yochum (graphic designers)." + ] + }, + { + "type": "entries", + "name": "Open Grave", + "entries": [ + "Peter Whitley, Jon Schindehette (art directors); Chris Seaman (cover illustration); Emi Tanji, Breanne Miller (graphic designer); Thomas M. Baxa, Mark Behm, Steven Belledin, Daarken, Julie Dillon, Tomás Giorello, Goran Josic, Mazin Kassis, Matthias Kollros, Jake Masbruch, Peter McKinstry, Mats Minnigan, Sean Murray, Axel Rator, Wayne Reynolds, Daniel Rudnicki, Amanda Sartor, Angga Satriohadi, Georgi \"Calader\" Simeonov, Soutchay Soungpradith, David Sourwine, Anne Stokes, Amelia Stoner, Francis Tsai, Derk Venneman, Anthony Waters, Bruno Werneck, Eric L. Williams (interior illustrations)." + ] + }, + { + "type": "entries", + "name": "Heroes of Shadow", + "entries": [ + "The Blackguard and Vampire drawings used were drawn by Jim Nelson, William O'Connor, Marc Sasso, and Alberto Del Lago." + ] + }, + { + "type": "entries", + "name": "Explorer's Guide to Wildemount", + "entries": [ + "The Holy Symbol of Vecna art used was drawn by Claudio Pozas." + ] + }, + { + "type": "entries", + "name": "Monster Manual (4e)", + "entries": [ + "Angel of Decay: Dave Allsop." + ] + }, + { + "type": "entries", + "name": "Dark Sun Creature Catalog", + "entries": [ + "Dregoth: Adam Paquette." + ] + }, + { + "type": "entries", + "name": "City by the Silt Sea (2e)", + "entries": [ + "Absalom: Tom Baxa." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Badooga's Homebrew", + "entries": [ + "All of the 5e content presented in this document was converted or made by badooga. This also includes some flavor text for various monsters and items, as well as a few original additions or reimaginings of my own.", + "If you're interested in my other homebrew or just want to get in touch, check out {@link my socials|https://linktr.ee/badooga}, which include my GM Binder profile of finished homebrew and the PDF versions of them on Google Drive. Much of it is also available right here on 5eTools!", + "My favorite kind of 5e homebrew is making new monsters, but I've also dabbled in all sorts of content. Highlights include revised exploration rules, psion and warlord classes based on 4e, and a compendium of feats, maneuvers, and variant rules/features for martial characters." + ] + } + ] + }, + { + "type": "section", + "name": "Introduction", + "entries": [ + "Hushed voices tell spine-chilling tales of encounters with the walking dead and other unliving horrors. No other creatures have evoked such fear and fascination as this dreadful menagerie of malevolent spirits and mindless shells.", + "Along with a host of undead threats ranging from a mere tomb mote to the infamous deity Vecna, this unofficial 5e conversion provides customization options for unliving monsters and heroic champions of the living alike. Cults, spells, creature templates, artifacts, if it relates to undeath, there's a good chance you can find it here.", + { + "type": "entries", + "name": "Preface", + "entries": [ + "This conversion has been a longstanding project of mine. It started way back in 2019 when I was working on my {@link Elder Evils 5e|https://www.gmbinder.com/share/-LOB2b05vCsVZ_5ESE8X} conversion, when I noticed that a few of the monsters used there were based on content from Libris Mortis. I looked up Libris Mortis to help with that conversion, and I found myself fascinated by the content within, especially the undead grafts and undead cults.", + "So, I ultimately decided to do a conversion of Libris Mortis, which I would work on back and forth with Elder Evils whenever I'd get bored of the other. I completed the bestiary, spell lists, and cults, but then I got busy with other D&D homebrew, school, and life in general, so the blackguard, subclasses, and equipment chapters were completed at a snail's pace.", + "At some point in 2022, I discovered Open Grave, the 4e version of Libris Mortis. This book had a collection of cool monsters and templates that didn't appear in 3.5e, as well as an Undead Hall of Infamy with stat blocks for powerful undead that are well-known in D&D pop culture. I decided to add these to this conversion as well, as I felt that the additions rounded out the document quite nicely.", + "Of course, this almost doubled my workload, and eventually I decided to cut out the pre-made encounters and the undead variants so that I wouldn't burn myself out. So I eventually managed to convert the Open Grave content, polish up some existing material that wasn't up to my current standards, and then put this together in January 2023.", + "So now, I present to you this finished conversion, which is completely free to use in your campaign. I hope you enjoy!" + ] + }, + { + "type": "entries", + "name": "Using This Document", + "entries": [ + "This conversion is split into two parts: DM Options and Character Options. Each chapter's content is standalone from the rest of the conversion and can be used independently.", + { + "type": "entries", + "name": "DM Options", + "entries": [ + "These options relate to undead creatures and the dark powers they serve.", + "{@b Chapter 1} starts off with the Bestiary, a collection of undead stat blocks you can use in your campaign.", + "{@b Chapter 2} is an assortment of ghastly Creature Templates, which can be used to modify existing creatures to make them more powerful or varied. Most of the templates are accompanied by an example of them being applied to existing creatures.", + "{@b Chapter 3} provides information on six Cults of Undeath, including monster features to give to their members and an example NPC associated with the cult that you can use.", + "{@b Chapter 4} concludes this part with the Undead Hall of Infamy, which provides stat blocks for mighty deities and other champions of undeath from across the planes. These include the deities Tenebrous and Vecna, Vecna's heart Osterneth and his nemesis Kas, and the Athasian sorcerer-king Dregoth." + ] + }, + { + "type": "entries", + "name": "Character Options", + "entries": [ + "These options empower characters to control or combat necromantic creatures and magic.", + "{@b Chapter 5} starts off with the Blackguard, an antipaladin variant class that uses negative emotions to draw power from the Shadowfell, rather than a sacred oath. This option replaces the Oathbreaker subclass from the {@i Dungeon Master's Guide}.", + "{@b Chapter 6} presents subclasses for the bard, cleric, druid, fighter, and warlock that specialize in necromancy... or its destruction.", + "{@b Chapter 7} has magic items and other equipment used by, for, and against undead. This include undead grafts that replace your body parts in exchange for great unholy power, positoxin poisons infused with holy water that can damage fiends and undead, and sentient artifacts that fit well for use in necromancy-based campaigns.", + "{@b Chapter 8} concludes the document with an assortment of spells (mostly from the necromancy school). Highlights include a cantrip that allows you to puppet corpses, unholy auras that drain life force and weaken living creatures, and a beam that purges a target's blood vessels from its body and turns them into a web of veins that restrains nearby creatures." + ] + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "LM", + "name": "Glossary", + "displayName": "Glossary" + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 1: Bestiary", + "entries": [ + "This chapter offers a variety of new undead creatures, as well as a few that aren't undead but otherwise are intrinsically related to undeath and the unliving.", + "The creatures in this chapter are organized by their Challenge Rating in the table below.", + { + "type": "table", + "colLabels": [ + "CR", + "Creature" + ], + "colStyles": [ + "col-1 text-center", + "text-align-left col-11" + ], + "rows": [ + [ + "1/8", + "{@creature Tomb Mote|LM}" + ], + [ + "1", + "{@creature Vile Pet|LM}" + ], + [ + "2", + "{@creature Desiccator|LM}" + ], + [ + "2", + "{@creature Slaymate|LM}" + ], + [ + "3", + "{@creature Gravetouched Ghoul|LM}" + ], + [ + "3", + "{@creature Offalian|LM}" + ], + [ + "3", + "{@creature Quell|LM}" + ], + [ + "3", + "{@creature Skin Kite|LM}" + ], + [ + "4", + "{@creature Bloodrot|LM}" + ], + [ + "4", + "{@creature Skulking Cyst|LM}" + ], + [ + "4", + "{@creature Spectral Lyrist|LM}" + ], + [ + "5", + "{@creature Entomber|LM}" + ], + [ + "5", + "{@creature Osteopede|LM}" + ], + [ + "6", + "{@creature Bleakborn|LM}" + ], + [ + "6", + "{@creature Breathstealer|LM}" + ], + [ + "6", + "{@creature Cinderspawn|LM}" + ], + [ + "6", + "{@creature Dragonscale Slough|LM}" + ], + [ + "6", + "{@creature Plague Blight|LM}" + ], + [ + "7", + "{@creature Crypt Chanter|LM}" + ], + [ + "7", + "{@creature Angel of Decay|LM}" + ], + [ + "7", + "{@creature Atropal Scion|LM}" + ], + [ + "7", + "{@creature Moon Wraith|LM}" + ], + [ + "7", + "{@creature Skirr|LM}" + ], + [ + "7", + "{@creature Wheep|LM}" + ], + [ + "8", + "{@creature Blaspheme|LM}" + ], + [ + "9", + "{@creature Blood Amniote|LM}" + ], + [ + "9", + "{@creature Grave Dirt Golem|LM}" + ], + [ + "9", + "{@creature Hulking Corpse|LM}" + ], + [ + "9", + "{@creature Paralyth|LM}" + ], + [ + "12", + "{@creature Tainted Priest|LM}" + ], + [ + "12", + "{@creature Tombstone Golem|LM}" + ], + [ + "12", + "{@creature Oblivion Wraith|LM}" + ], + [ + "14", + "{@creature Bone Collector|LM}" + ], + [ + "16", + "{@creature Dream Vestige|LM}" + ], + [ + "17", + "{@creature Vortex Wraith|LM}" + ], + [ + "18", + "{@creature Rotvine Defiler|LM}" + ], + [ + "21", + "{@creature Discord Incarnate|LM}" + ] + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/gSslAgB.png" + } + }, + { + "type": "section", + "name": "Abominations", + "entries": [ + "Ageless though they are, immortals can die, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. When these beings stir, they come full of rage, craving only to spread destruction and despair.", + { + "type": "list", + "items": [ + "{@creature Atropal Scion|LM}", + "{@creature Rotvine Defiler|LM}", + "{@creature Discord Incarnate|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Atropal Scion", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Rotvine Defiler", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Discord Incarnate", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Blightspawn", + "entries": [ + "Putred and disgusting, blightspawn carry pestilence and sickness wherever they go, threatening to contaminate the living with their disease and poison if left unchecked.", + { + "type": "list", + "items": [ + "{@creature Skulking Cyst|LM}", + "{@creature Bleakborn|LM}", + "{@creature Plague Blight|LM}", + "{@creature Wheep|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Skulking Cyst", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Bleakborn", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Plague Blight", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Wheep", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Chaos Walkers", + "entries": [ + "When an elemental is violently destroyed, the remains may rise as a chaos walker that seeks to drain the living of the elemental energies it once possessed in life.", + { + "type": "list", + "items": [ + "{@creature Desiccator|LM}", + "{@creature Breathstealer|LM}", + "{@creature Cinderspawn|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Desiccator", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Breathstealer", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Cinderspawn", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Deathtritus", + "entries": [ + "The presence of necrotic energy can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus.", + { + "type": "list", + "items": [ + "{@creature Tomb Mote|LM}", + "{@creature Offalian|LM}", + "{@creature Osteopede|LM}", + "{@creature Dragonscale Slough|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Tomb Mote", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Offalian", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Osteopede", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Dragonscale Slough", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Dread Brutes", + "entries": [ + "Dread brutes are unholy corpses or constructs animated to wield their overwhelming strength for labor, protection, or most commonly, violence and destruction.", + { + "type": "list", + "items": [ + "{@creature Hulking Corpse|LM}", + "{@creature Grave Dirt Golem|LM}", + "{@creature Tombstone Golem|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Hulking Corpse", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Grave Dirt Golem", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Tombstone Golem", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Oozes", + "entries": [ + "Infused with necrotic energy, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths.", + { + "type": "list", + "items": [ + "{@creature Bloodrot|LM}", + "{@creature Blood Amniote|LM}", + "{@creature Bone Collector|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Bloodrot", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Blood Amniote", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Bone Collector", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Servants of Darkness", + "entries": [ + "While most undead act on instinct or impulse, some have been created to serve a higher purpose, to help enact a dark design set forth by a deity, necromancer, or more intelligent undead.", + { + "type": "list", + "items": [ + "{@creature Angel of Decay|LM}", + "{@creature Blaspheme|LM}", + "{@creature Gravetouched Ghoul|LM}", + "{@creature Entomber|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Angel of Decay", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Blaspheme", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Gravetouched Ghoul", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Entomber", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Spirits", + "entries": [ + "Infused by dark emotions and binding necrotic energy, undead spirits wander the world's shadowy corners and crevices, persisting in a tormented, shadowy state of existence.", + { + "type": "list", + "items": [ + "{@creature Quell|LM}", + "{@creature Spectral Lyrist|LM}", + "{@creature Crypt Chanter|LM}", + "{@creature Dream Vestige|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Quell", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Spectral Lyrist", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Crypt Chanter", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Dream Vestige", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Undead Aviary", + "entries": [ + "Most undead are land-bound, but a few can take to the skies, spreading corruption and death on the wing.", + { + "type": "list", + "items": [ + "{@creature Skin Kite|LM}", + "{@creature Skirr|LM}", + "{@creature Paralyth|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Skin Kite", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Skirr", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Paralyth", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Unrisen", + "entries": [ + "Magic go awry, and when the magic is {@i raise dead} or a similar resurrection spell, the results can be grim. The spell might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing\u2014it returns as an unrisen.", + { + "type": "list", + "items": [ + "{@creature Vile Pet|LM}", + "{@creature Slaymate|LM}", + "{@creature Tainted Priest|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Vile Pet", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Slaymate", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Tainted Priest", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Wraiths", + "entries": [ + "Wraiths hate the living and seek to create more of their kind by killing mortals they encounter. They are joyless beings that dwell in the darkness.", + { + "type": "list", + "items": [ + "{@creature Moon Wraith|LM}", + "{@creature Oblivion Wraith|LM}", + "{@creature Vortex Wraith|LM}" + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Moon Wraith", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Oblivion Wraith", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "creature", + "name": "Vortex Wraith", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 2: Creature Templates", + "entries": [ + "Undead come in as many varieties as there are phobias and nightmares. The templates here transform living creatures into servants of undead (or undead themselves) and adapt existing undead into even more horrifying and potent creatures.", + { + "type": "section", + "name": "Ghost Brute", + "entries": [ + "Ghost brutes are the spectral remnants of animals, magical beasts, sentient plants, and other creatures without enough Intelligence to become normal ghosts. They drift aimlessly, haunting the places where they died and moaning in endless misery.", + "A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid's animal companion. In most cases, laying the associated being to rest also puts an end to the ghost brute.", + "However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "In addition to serving intelligent ghosts, ghost brutes work well as companions to necromancers and evil cultists. A brute's incorporeal nature allows it to guard enclosed spaces easily, and prevents the need for its master to keep it alive or maintain its corpse. Owls and other birds that become ghost brutes are also very effective as familiars for those unafraid to associate with undeath.", + "In a rare case, a pack of ghost brutes might terrorize a small settlement or two. The high concentration of unliving spirits in a small area may attract the attention of sinister forces that may use it to their advantage, which is all the more reason for such a threat to be dealt with as soon as possible." + ] + }, + { + "type": "entries", + "name": "Ghost Brute Template", + "entries": [ + "Only an unaligned beast or plant can become a ghost brute, although the DM may allow creatures of other alignments to become ghost brutes as appropriate. When a living creature (referred to as the base creature) is transformed into a ghost brute, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The ghost brute is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The ghost brute's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The ghost brute's walking speed is set to 0, and it loses all other forms of movement. It then gains a magical flying speed of 40 feet, and it can hover." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The ghost brute's Charisma score is set to its Strength or Dexterity score (whichever is higher). Its Strength score is then halved, to a minimum of 1." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The ghost brute has the same vulnerabilities, resistances, and immunities as a ghost (MM 147). None of the vulnerabilities, resistances, or immunities from the base creature are preserved." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The ghost brute can't be charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The ghost brute gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the ghost brute does not gain darkvision." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The ghost brute loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The ghost brute might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the ghost brute retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The ghost brute gains the traits below.", + { + "type": "entries", + "name": "Ethereal Sight", + "entries": [ + "The ghost brute can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." + ] + }, + { + "type": "entries", + "name": "Incorporeal Movement", + "entries": [ + "The ghost brute can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." + ] + }, + { + "type": "entries", + "name": "Withering Touch", + "entries": [ + "The ghost brute's attacks deal necrotic damage instead of their normal damage type." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The ghost brute gains the action options below.", + { + "type": "entries", + "name": "Etherealness", + "entries": [ + "The ghost brute enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." + ] + }, + { + "type": "entries", + "name": "Bloodcurling Howl (Recharge 6)", + "entries": [ + "The mournful howling of the ghost brute chills the living to the core. Each living creature within 30 feet of the ghost brute that can hear it must succeed on a Wisdom saving throw (DC 8 + the ghost brute's proficiency bonus + its Charisma modifier) or be frightened for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute's Bloodcurling Howl for the next 24 hours." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Ghost Hound|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Ghost Hound", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Half-Vampire", + "entries": [ + "In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with a humanoid, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid who barely survives a vampire's bite attack, the child may be born \"tainted\" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead.", + "A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.", + "Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.", + "Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "As humanoids, half-vampires can be as varied and interesting as any other intelligent creature type. Most end up becoming servants of fully blooded vampires, but others may choose to rebel against their bloodline and hunt down their undead brethren to serve the greater good.", + "Most notable half-vampires keep their heritage secret, the reveal of which may make a great twist or plot point in your campaign. Meanwhile, half-vampires that openly embrace their bloodline typically become leaders and warlords amongst the normal humanoids of their kind, whether due to their Charm ability, their natural charismatic nature, or both." + ] + }, + { + "type": "entries", + "name": "Half-Vampire Template", + "entries": [ + "Only a humanoid can be born as a half-vampire, although the DM may allow creatures of other types to be half-vampires as appropriate. When a living creature (referred to as the base creature) is born as a half-vampire, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The half-vampire's Charisma score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Damage Resistances", + "entries": [ + "The half-vampire gains resistance to necrotic damage." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The half-vampire gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the half-vampire does not gain darkvision." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The half-vampire gains the traits below.", + { + "type": "entries", + "name": "Regeneration", + "entries": [ + "The half-vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the half-vampire takes radiant damage, this trait doesn't function at the start of the half-vampire's next turn." + ] + }, + { + "type": "entries", + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the half-vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The half-vampire gains the action options below.", + { + "type": "entries", + "name": "Multiattack", + "entries": [ + "The half-vampire makes two claw attacks. It can substitute one of these attacks with a bite attack." + ] + }, + { + "type": "entries", + "name": "Bite", + "entries": [ + "If the base creature already has a Bite action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals piercing damage to one target that is grappled by the half-vampire, incapacitated, or restrained. The damage dice of the attack is equal to one of the half-vampire's hit dice.", + "The target also takes necrotic damage equal to two of the half-vampire's hit dice. The target suffers health drain equal to the necrotic damage taken, and the vampire regains hit points equal to that amount." + ] + }, + { + "type": "entries", + "name": "Claws", + "entries": [ + "If the base creature already has a Claw or Claws action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals slashing damage to one target, with its damage dice being equal to one of the half-vampire's hit dice. Instead of dealing damage, the half-vampire can grapple the target (escape DC 10 + the half-vampire's Strength modifier)." + ] + }, + { + "type": "entries", + "name": "Charm", + "entries": [ + "The half-vampire targets one humanoid it can see within 30 feet of it. If the target can see the half-vampire, the target must succeed on a Wisdom saving throw (DC 8 + the half-vampire's proficiency bonus + its Charisma modifier) against this magic or be charmed by the half-vampire. The charmed target regards the half-vampire as a trusted friend to be heeded and protected. Although the target isn't under the half-vampire's control, it takes the half-vampire's requests or actions in the most favorable way it can.", + "If the half-vampire or the half-vampire's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the half-vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Half-Vampire Gnoll Pack Lord|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Half-Vampire Gnoll Pack Lord", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Hooded Pupil", + "entries": [ + "A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life.", + "Hooded pupils usually are found serving an \"apprenticeship\" with a more powerful intelligent undead. The undead master sometimes has need for living servants to advance its ends in societies of the living. On the other hand, the living pupil sees firsthand what it means to fully embrace the darkness.", + "Hooded pupils are usually only created when a powerful undead bequeaths a secret of necromancy to one who accepts its truth. As testament to their apprenticeship, hooded pupils are most often dressed in some sort of ominous hooded mantle.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "As apprentices of intelligent undead, hooded pupils usually stick close to their master, watching as they proceed with their experiments or advance their plans. On occasion, a hooded pupil might be sent out to gain some real world experience or to carry out a delicate stage of its master's plans. If the party encounters the pupil during such a stage, the pupil will most likely attempt to retreat and inform its master of this threat.", + "On occasion, a hooded pupil might act on its own due to the destruction or unavailability of its master. Orphaned pupils like these use the skills they learned to become leaders of cults and other organizations that serve the interests of their master, posthumously or otherwise." + ] + }, + { + "type": "entries", + "name": "Hooded Pupil Template", + "entries": [ + "Only a humanoid or giant may become a hooded pupil, although the DM may allow creatures of other types to become hooded pupils as appropriate. When a living creature (referred to as the base creature) becomes a hooded pupil, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The hooded pupil's Charisma score increases by 2, to a maximum of 22 and a minimum of 14." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The outermost layers of the hooded pupil's skin thickens into an all-encompassing yellow callus, granting the hooded pupil natural armor and a +2 bonus to AC." + ] + }, + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The hooded pupil gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The hooded pupil gains a magical flying speed of 20 feet." + ] + }, + { + "type": "entries", + "name": "Skills", + "entries": [ + "The hooded pupil gains proficiency in Arcana and Religion." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The hooded pupil gains resistance to cold and necrotic damage." + ] + }, + { + "type": "entries", + "name": "Undying Nature", + "entries": [ + "The hooded pupil can hold its breath indefinitely, and it doesn't require food, water, or sleep. It also doesn't suffer from exhaustion." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The hooded pupil gains the traits below.", + { + "type": "entries", + "name": "Innate Spellcasting", + "entries": [ + "The hooded pupil chooses four necromancy spells: one cantrip, one 1st-level spell, one 2nd or 3rd-level spell, and one 3rd or 4th-level spell. It can cast the first two spells at will, the third spell twice per day, and the fourth spell once per day. Charisma is the hooded pupil's innate spellcasting ability for these spells." + ] + }, + { + "type": "entries", + "name": "Unholy Weapons", + "entries": [ + "The hooded pupil's weapon attacks are magical. When the hooded pupil hits with any weapon, the weapon deals an extra 2d6 necrotic damage." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The hooded pupil gains one of the bonus action options below.", + { + "type": "entries", + "name": "Create Undead", + "entries": [ + "The hooded pupil magically summons a skeleton or zombie in an unoccupied space within 30 feet of it. Undead summoned in this way act on the same initiative count and follow the hooded pupil's order to the best of their ability. The hooded pupil can have up to five undead summoned by this ability at a time, and any undead summoned by this ability crumbles into dust after 1 minute." + ] + }, + { + "type": "entries", + "name": "Drink Blood (Recharge 5-6)", + "entries": [ + "The hooded pupil can suck or drink blood from the wounds of a creature within its reach that doesn't have all of its hit points. The creature must willing, grappled by the hooded pupil or one of its allies, incapacitated, or restrained. Roll a d6 a number of times equal to the base creature's Challenge Rating. The target takes necrotic damage and suffers health drain equal to the total, and the hooded pupil regains hit points equal to the damage dealt." + ] + }, + { + "type": "entries", + "name": "Shadow Form (Recharge 4-6)", + "entries": [ + "The hooded pupil magically transforms into an amorphous mass of darkness until the end of the turn. During this time, the hooded pupil is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the hooded pupil remain in its possession." + ] + }, + { + "type": "entries", + "name": "Weakening Burst (Recharge 5-6)", + "entries": [ + "The hooded pupil emits a burst of negative energy. Roll a d6 a number of times equal to half the base creature's Challenge Rating. Each living creature within 30 feet of the pupil takes necrotic damage equal to the total of the d6s (Constitution save for half, DC 8 + the hooded pupil's proficiency bonus + its Charisma modifier). If the saving throw fails by 5 or more, a target also can't regain hit points and has its speed halved until the end of the hooded pupil's next turn." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Hooded Pupil Ettin|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Hooded Pupil Ettin", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Mummified Creature", + "entries": [ + "Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning spirit of vengeance, hunting those who desecrated the site it was tasked to defend.", + "A mummy appears withered and desiccated, its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages. Symbols of the deity it once served often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Mummies can be used as a basic enemy type in a variety of situations. Mummies with an Intelligence score of 7 or less are typically used as servants for intelligent undead or otherwise end up being fodder for your party to deal with in a straightforward manner. The mummy's specific purpose ultimately depends on the reason behind its preservation, but all mummified creatures follow the specific instructions laid out by its creator when possible.", + "When a mummified creature has an Intelligence score of 8 or higher, its mental facilities are typically used to lead other mummies in order to carry out their master's instructions more effectively. Sometimes an exceptionally intelligent mummy can break free of the site it guards and become a powerful force of evil in its own right (see the sidebar below)." + ] + }, + { + "type": "entries", + "name": "Mummified Creature Template", + "entries": [ + "Only a Huge or smaller giant, humanoid, or monstrosity may become a mummified creature, although the DM may allow creatures of other types to be mummified as appropriate. When a living creature (referred to as the base creature) is transformed into a mummy, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The mummy is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The mummy's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The mummy gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The mummy's speed is reduced by 10 feet." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The mummy's Strength and Charisma scores are each increased by 2, to a maximum of 22 and to a minimum of 13. Its Dexterity and Intelligence scores are each decreased by 2, to a minimum of 4." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The mummy gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The mummy is also immune to necrotic and poison damage, and it is vulnerable to fire damage. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The mummy can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The mummy gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the mummy does not gain darkvision." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The mummy loses any trait, such as Amphibious, that assumes a living physiology. The mummy might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the mummy retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The mummy gains the traits below.", + { + "type": "entries", + "name": "Mummy Rot", + "entries": [ + "When the mummy hits a creature with a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), the attack deals an additional 10 (3d6) necrotic damage, and the target must succeed on a Constitution saving throw (8 + the mummy's proficiency bonus + its Constitution modifier) or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@i remove curse} spell or similar magic." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The mummy gains the action options below.", + { + "type": "entries", + "name": "Multiattack", + "entries": [ + "If the base creature already had the Multiattack action, it can keep it; additionally, the mummy can forgo one attack per turn to use Dreadful Glare. Otherwise, the mummy can use its Dreadful Glare and makes one attack with its rotting fist." + ] + }, + { + "type": "entries", + "name": "Fist", + "entries": [ + "If the base creature already had a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it doesn't gain this action. Otherwise, this attack uses the mummy's Strength modifier to determine its attack bonus and damage. This attack deals bludgeoning damage to one target, with its damage dice being equal to two of the mummy's hit dice." + ] + }, + { + "type": "entries", + "name": "Dreadful Glare", + "entries": [ + "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Wisdom saving throw (DC 8 + the mummy's proficiency bonus + its Charisma modifier) against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.", + { + "type": "inset", + "name": "From Free Mummy to Mummmy Lord", + "entries": [ + "When an intelligent mummy breaks free of the temple or tomb it guards, it becomes a free mummy that can wander anywhere of its own choosing. Since the threat of most mummies and mummy lords are confined to the site they were buried at, most organizations are unprepared for the rise of a free mummy and any army it creates. As such, even the most bitter organizations will find themselves putting aside their differences if it means that the free mummy is destroyed as soon as possible.", + "When a free mummy first emerges, its most likely course of action is to find a way to ascend to mummy lord status. Assuming its preserved heart has been lost to time along with its other organs, a free mummy will seek out the proper materials to craft an artificial heart. It then seeks out or reanimates a priest that can magically bind the mummy to its new heart.", + "However, this process tends to be imperfect, requiring the newly created mummy lord to sustain its heart with regular human sacrifices, much like a lich would require. The frequency of sacrifices begins to increase over time, and soon enough the mummy lord finds itself raising an army to slaughter settlement upon settlement in a desperate attempt to cling to its final remnants of unlife." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Mummified Ogre|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Mummified Ogre", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Necromental", + "entries": [ + "A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Necromentals make great servants for spellcasters specialized in the schools of conjuration and necromancy. They also work well as enemies in the Elemental Chaos or on other planes of existence where humanoid undead aren't nearly as common.", + "While normal elementals won't treat them any differently, intelligent elementals and primordials have great disdain for necromentals and will attack them on sight." + ] + }, + { + "type": "entries", + "name": "Necromental Template", + "entries": [ + "Only an elemental may become a necromental. When an elemental (referred to as the base creature) is transformed into a necromental, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The necromental is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The necromental's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The necromental gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The necromental's Intelligence and Charisma scores are each halved, to a minimum of 1." + ] + }, + { + "type": "entries", + "name": "Damage Immunities", + "entries": [ + "The necromental gains immunity to necrotic and poison damage." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The necromental can't be poisoned or unconscious. It also doesn't suffer from exhaustion." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The necromental gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necromental does not gain darkvision." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The necromental gains the traits below.", + { + "type": "entries", + "name": "Create Spawn", + "entries": [ + "An elemental slain by the necromental rises as a necromental after 24 hours." + ] + }, + { + "type": "entries", + "name": "Life Draining Aura", + "entries": [ + "At the start of each of the necromental's turns, each creature within 15 feet of it must succeed on a Constitution saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifer) or take necrotic damage equal to two of the necromental's hit dice. A target also suffers health drain equal to the damage taken." + ] + }, + { + "type": "entries", + "name": "Touch of Death", + "entries": [ + "When the necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The necromental gains one of the action options below.", + { + "type": "entries", + "name": "Disrupt Life (Recharge 5-6)", + "entries": [ + "Each living creature within 15 feet of the necromental takes necrotic damage equal to four of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier)." + ] + }, + { + "type": "entries", + "name": "Steal Life (Recharge 5-6)", + "entries": [ + "The necromental sucks the life force out of everything within a 15-foot cone. Each living creature in the area takes necrotic damage equal to two of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier). The necromental regains hit points equal to the total damage dealt to all targets." + ] + }, + { + "type": "entries", + "name": "Weaken (Recharge 5-6)", + "entries": [ + "The necromental targets one or more living creatures it can see within 10 feet of it. Each target must make a Wisdom saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifier) against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute (save ends)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Earth Necromental|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Earth Necromental", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Necropolitan", + "entries": [ + "Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration (see below).", + "A necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "While necropolitan aren't inherently evil, many factions in your campaign would seek to destroy them if they discovered the existence of these undead." + ] + }, + { + "type": "entries", + "name": "Necropolitan Template", + "entries": [ + "Only a humanoid, or monstrosity may become a necropolitan, although the DM may allow creatures of other types to become a necropolitan as appropriate. When a living creature (referred to as the base creature) is transformed into a necropolitan, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The necropolitan is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The necropolitan's Constitution score increases by 2, to a maximum of 22." + ] + }, + { + "type": "entries", + "name": "Damage Immunities", + "entries": [ + "The necropolitan is immune to cold, necrotic, and poison damage." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The necropolitan can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion." + ] + }, + { + "type": "entries", + "name": "Skills", + "entries": [ + "The necropolitan gains expertise with two skills of its choice, which means its proficiency bonus is doubled for any ability check it makes with it." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The necropolitan gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necropolitan does not gain darkvision." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The necropolitan loses any trait, such as Amphibious, that assumes a living physiology. The necropolitan might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional traits as described in the sections below. Otherwise, the necropolitan retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The necropolitan gains the traits below.", + { + "type": "entries", + "name": "Aversion of Radiance", + "entries": [ + "If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + }, + { + "type": "entries", + "name": "Clarity of Death", + "entries": [ + "The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." + ] + }, + { + "type": "entries", + "name": "Magic Resistance", + "entries": [ + "The necropolitan has advantage on saving throws against spells and other magical effects." + ] + }, + { + "type": "entries", + "name": "Negative Energy Absorption", + "entries": [ + "Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt." + ] + }, + { + "type": "entries", + "name": "Turn Resistance", + "entries": [ + "The necropolitan has advantage on saving throws against effects that turn undead." + ] + }, + { + "type": "entries", + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead.", + { + "type": "inset", + "name": "Ritual of Crucimigration", + "entries": [ + "Any humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.", + "{@b The Ritual:} The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back-the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.", + "The ceremony lasts for 24 hours\u2014the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner's last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.", + "If the ritual is interrupted before it is completed, the petitioner is merely dead." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Necropolitan Mage|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Necropolitan Mage", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Swarm-Shifter", + "entries": [ + "The vampire that explodes into a flock of bats, the mummy that crumbles into a pile of scorpions\u2014these are swarm-shifters, undead that have been granted the dark power to become swarms.", + "A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their form of undeath.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "The swarm-shifter template is primarily a mechanical tool to make an encounter memorable, rather than a narrative tool to make unique villains. However, the ability to turn into a swarm may also allow an undead to easily spy or scout out areas without being detected.", + "Swarm-shifters are also adept at using their swarm form to escape, which can be used to establish reoccurring villains in your campaign." + ] + }, + { + "type": "entries", + "name": "Swarm-Shifter Template", + "entries": [ + "Only an undead creature can become a swarm-shifter. When an undead (referred to as the base creature) becomes a swarm-shifter, it gains the Shapechanger trait below. Note that unlike most templates, an undead can potentially acquire this template more than once, gaining a new swarm option with each application.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "The swarm-shifter can use its bonus action to polymorph into a swarm of undead creatures, chosen from the list of options below when this template was applied. The swarm-shifter can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The swarm-shifter reverts to its true form if it dies or falls unconscious. The swarm-shifter can revert to its true form using a bonus action on its turn.", + "While in a new form, the swarm-shifter retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks. It loses any attack that relies on the use of its equipment or normal body, and it can cast its spells with verbal or somatic components in its new form.", + "The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. The swarm-shifter can choose to use one of its normal attack bonuses or saving throw DCs in place of an attack bonus or saving throw DC of the new form, respectively. Additionally, the swarm-shifter can choose to keep its original size, or it can become the size denoted in the new form's statistics." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Swarm Options", + "entries": [ + "When selecting a swarm-shifter option, any swarm of Tiny beasts or undead with an Intelligence score of 5 or less may qualify. In addition, the stat blocks below are designed to work well in tandem with the swarm-shifter template:", + { + "type": "list", + "items": [ + "{@creature Bloodmote Cloud|LM}", + "{@creature Swarm of Leeches|LM}", + "{@creature Swarm of Scorpions|LM}", + "{@creature Swarm of Tomb Motes|LM}", + "{@creature Swarm of Worms|LM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Scorpion-Shifter Mummy|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Scorpion-Shifter Mummy", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Umbral Creature", + "entries": [ + "Like shadows, umbral creatures are creatures of living darkness. They hate life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents.", + "An umbral creature looks like a shadowy version of a material creature, and it may easily be mistaken for a living creature from the Plane of Shadow. Umbral creatures are diffi cult to see in dark or gloomy areas, but they stand out starkly in brightly illuminated places.", + "Natural enemies of all that live, umbral creatures are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them.", + { + "type": "entries", + "name": "Umbral Creature Template", + "entries": [ + "Only an aberration, dragon, giant, beast, or monstrosity may become an umbral creature; humanoids become shadows (MM 269) instead. When a living creature (referred to as the base creature) becomes an umbral creature, it retains its statistics except as described below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Type", + "entries": [ + "The umbral creature is an undead, and it doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Armor Class", + "entries": [ + "The umbral creature's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "The umbral creature's walking speed increases by 10 feet, and it loses all other forms of movement." + ] + }, + { + "type": "entries", + "name": "Ability Score Adjustment", + "entries": [ + "The umbral creature's Dexterity score increases by 2, to a maximum of 22 and a minimum of 14. However, if its Strength score is higher than its new Dexterity score, the umbral creature's Dexterity rises to match its Strength. Its Strength score is then halved, to a minimum of 1." + ] + }, + { + "type": "entries", + "name": "Damage Vulnerabilities, Resistances, and Immunities", + "entries": [ + "The umbral creature has the same vulnerabilities, resistances, and immunities as a shadow (MM 269). None of the vulnerabilities, resistances, or immunities from the base creature are preserved." + ] + }, + { + "type": "entries", + "name": "Condition Immunities", + "entries": [ + "The umbral creature can't be frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion." + ] + }, + { + "type": "entries", + "name": "Senses", + "entries": [ + "The umbral creature gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. The umbral creature loses all other senses." + ] + }, + { + "type": "entries", + "name": "Traits, Actions, and Proficiencies", + "entries": [ + "The umbral creature loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The umbral creature might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the umbral creature retains the base creature's proficiencies, actions, and traits." + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Traits", + "entries": [ + "The target gains the following traits.", + { + "type": "entries", + "name": "Amorphous", + "entries": [ + "The umbral creature can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "type": "entries", + "name": "Create Spawn", + "entries": [ + "When a non-evil humanoid is slain by the umbral creature, a shadow rises from its corpse 1d4 hours later." + ] + }, + { + "type": "entries", + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the umbral creature can take the Hide action as a bonus action, and its proficiency bonus is doubled for any check it makes using the Stealth skill." + ] + }, + { + "type": "entries", + "name": "Strength Drain", + "entries": [ + "When the umbral creature deals damage to a creature, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." + ] + }, + { + "type": "entries", + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the umbral creature has disadvantage on attack rolls, ability checks, and saving throws." + ] + }, + { + "type": "variant", + "name": "Strength Drain", + "entries": [ + "When making an umbral creature, remember that the Strength Drain feature is very potent, and can kill even the strongest of parties in certain circumstances. For instance, an umbral {@creature roper} would make five attacks per turn, meaning that it could easily drain an entire adventuring party of its Strength in two or three turns.", + "If you find the Strength Drain feature to be too overbearing (whether on an umbral creature or a {@creature shadow}), consider using the alternative feature below.", + { + "type": "entries", + "entries": [ + { + "name": "Enfeebling Touch", + "type": "entries", + "entries": [ + "When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Abilities", + "entries": [ + "The target gains the following action option.", + { + "type": "entries", + "name": "Withering Touch", + "entries": [ + "If the base creature already had access to a melee weapon attack, it doesn't gain this action; if the attack is made with a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it deals necrotic damage instead of its normal damage type, while if it is made with a manufactured weapon, the attack deals additional necrotic damage equal to one of the umbral creature's hit dice. Otherwise, this attack uses the umbral creature's Dexterity modifier to determine its attack bonus and damage. This attack deals necrotic damage to one creature, with its damage dice being equal to two of the umbral creature's hit dice." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Example Creature", + "entries": [ + "{@creature Umbral Displacer Beast|LM}", + { + "type": "statblock", + "tag": "creature", + "name": "Umbral Displacer Beast", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Minor Templates", + "entries": [ + "The templates in this section function identically to the ones listed earlier, but include only a handful of features and do not have any campaign advice or sample stat blocks associated with them.", + { + "type": "entries", + "name": "Deathhunger", + "entries": [ + "Deathhunger cratures have an insatiable appetite for death that drives them to utterly consume their prey. A deathhunger grows in power with each creature it slays. Deathhunger increases a creature's toughness and ferocity. Most creatures consider deathhunger to be a curse even for undead because it drives the afflicted into a mindless rage.", + "Most deathhungers are undead, but any creature can become one if it has been exposed to the curse for too long.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hit Dice", + "entries": [ + "The deathhunger gains 3 more hit dice, which increases its maximum hit points." + ] + }, + { + "type": "entries", + "name": "Bloodied Ferocity", + "entries": [ + "While it is bloodied, the deathhunger has advantage on all attack rolls and ability checks." + ] + }, + { + "type": "entries", + "name": "Consume (1/Turn)", + "entries": [ + "When the deathhunger deals damage to a bloodied creature with a melee attack, it partially consumes the target, regaining hit points equal to the damage dealt. The target also suffers health drain equal to the damage taken." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Guardian of the Dead", + "entries": [ + "Guardians of the dead take a variety of forms and can be of any creature type, but each is tasked by way of curse, hex, or sacred promise to guard a tomb, treasure, or resting place from would-be grave robbers and adventurers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Alert", + "entries": [ + "The guardian has advantage on initiative rolls and Wisdom (Perception) checks." + ] + }, + { + "type": "entries", + "name": "Death Mark (1/Turn)", + "entries": [ + "When the guardian hits a creature with an attack roll, it is marked for death until the start of the guardian's next turn. While marked, the target has disadvantage on any attack roll that isn't against the guardian, and when the target hits a creature other than the guardian with an attack, the target takes necrotic damage equal to two of the guardian's hit dice." + ] + }, + { + "type": "entries", + "name": "Shrug it Off (Reaction)", + "entries": [ + "The guardian halves the damage that it takes from an attack that hits it. The guardian must be able to see the attacker." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Plague Spreader", + "entries": [ + "Dead bodies are a potent vector for a plague to spead across the land. When these corpses rise as undead, they become agents of the plague, spreading infection through their diseased touch.", + "Most plague spreaders are undead, but rarely a humanoid can survive being a plague spreader for an extended period of time, allowing it to spread its disease (accidentally or otherwise) throughout the unexpecting population of the settlement it lives in.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Contagion (1/Turn)", + "entries": [ + "When the plague spreader deals necrotic damage to a creature, hits it with a melee attack, or touches it as an action, the target suffers the effects of the {@i contagion} spell (save DC 8 + the plague spreader's proficiency bonus + its Constitution modifier). The effect always inflicts the same disease as chosen by the DM before the encounter." + ] + }, + { + "type": "entries", + "name": "Contaminating Presence", + "entries": [ + "Creatures within 30 feet of the plague spreader have disadvantage on all Constitution saving throws. If a creature is immune to poison or disease, it must be within 10 feet of the plague speader instead." + ] + }, + { + "type": "entries", + "name": "Diseased Body", + "entries": [ + "A creature that touches the plague spreader or hits it with a melee attack while within 5 feet of it takes necrotic damage equal to two of the plague spreader's hit dice." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Tomb Tainted", + "entries": [ + "Whether born under a dark star or touched too many times by the hand of the undead, this living creature has been tainted by the grave. The creature has sallow skin, receding gums, bloodshot, watery eyes, and elongated yellow fingernails\u2014all signs of its connection to the dead.", + "Most tomb tainted creatures are humanoids, but if it dies and is reanimated as an undead, a tomb tainted still retains all of the special features below.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tainted Form", + "entries": [ + "The tomb tainted is immune to necrotic and poison damage, as well as the exhaustion and poisoned conditions. In addition, the tomb tainted doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Deathly Aura", + "entries": [ + "The tomb tainted can enable or disable this trait as a bonus action. While active, any living creature within 30 feet of the tomb tainted can't regain hit points and has disadvantage on saving throws against necrotic damage." + ] + }, + { + "type": "entries", + "name": "Power of the Grave", + "entries": [ + "The tomb tainted has advantage on all Constitution and death saving throws. While bloodied, it also regains hit points equal to twice its Constitution modifier at the start of each of its turns.", + { + "type": "inset", + "name": "Extra Creature Templates", + "entries": [ + "For more creature templates, including a Shadow Dweller template that may work well in an undead-related campaign, check out {@link Badooga's Monster Guidelines|https://www.gmbinder.com/share/-Lyr4Z6BYE3OCJDK6mr9}, the ultimate guide to monster and encounter design in 5e." + ] + } + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 3: Cults of Undeath", + "entries": [ + "Whether symbolized by the seductive nature of the vampire or the sheer power of the lich, the undead have an undeniable draw to the living. Over the centuries, innumerable cults, conclaves, and organizations have sprung up dedicated to or led by the walking dead. Six such groups are detailed below for inclusion in your game. Each description includes notes on incorporating the cult into your campaign, two necromantic boons that can be granted to notable members of the cult, and a sample NPC affiliated with the group.", + { + "type": "list", + "items": [ + "{@cult Academy Necromica|LM}", + "{@cult Blood Scion Heresy|LM}", + "{@cult Eyes of Vecna|LM}", + "{@cult Lurkers in Shadow|LM}", + "{@cult Minions of the Skull|LM}", + "{@cult The Ruby Order|LM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AKv8Hbt.png" + } + }, + { + "type": "section", + "name": "Academy Necromica", + "entries": [ + "The Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Xilian, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Xilian slowly built up the organization, hand-picking members from those who respected (or worshiped) the power of death and undeath. Soon she had a cadre of necromancers, evil priests, and professional killers.", + "But the Academy was infiltrated by a paladin named Rion, who used his knowledge of the group's inner workings to organize an assault by those who opposed them. Most of the Necromicans (as the Academy's members call themselves) were destroyed, and Xilian herself was on death's door when loyal minions spirited her away.", + "From the ashes of the Academy's worst failure came its first great success. Unable to repair Master Xilian's horribly broken body, the necromancers instead performed an unspeakable process upon her, turning her into a lich. With a newfound lease on unlife, Xilian swore vengeance upon her enemies. She knew that patience was her ally, and over the next century, quietly built up a secret but powerful organization dedicated to death and evil. Now, the time to strike approaches near, yet she hesitates, fearing the possibility of another setback.", + "Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Xilian, the Master of the Academy and a powerful necromancer in her own right. As the organization's founder and most powerful member, Xilian is possessed of a patience born of more than a century of unlife. She does not take unnecessary risks, though she also knows the value of personal involvement in times of crisis. She spends most of her time teaching the students of the Academy, as well as crafting long-range plans for the organization's future.", + "As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, specters, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more... hands-on.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Unless you run an evil-oriented campaign, the Academy Necromica probably works best as an adversary for your party. The characters might come across rumors of a ring of graverobbers or bodysnatchers, which in turn could lead them to discover the Academy's more vile activities. Alternatively, the Academy might target one of the party members as a likely candidate for vampirism or similar undead transformation, hoping that experiencing death will make the character friendlier to their aims. Or maybe one or more characters are aligned with the forces that brought Xilian and her Academy down the first time. If you have a non-good necromancer in the party, the Academy might even attempt recruitment, but only after confirming the character's disposition towards undeath.", + "It's probably best not to pit the character directly against the Academy at lower levels. The higher-ranking members (such as Xilian or Uther Kyush, described below) could certainly defeat a low-level party of adventurers singlehandedly, and neither would hesitate to eliminate a serious threat to the organization." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Members of the Academy Necromica learn various methods and techniques that allow them to enhance their magic and their ability to deal necrotic damage.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Grave Magic", + "entries": [ + "When the cultist casts a spell that deals damage, it can change the spell's damage type to necrotic." + ] + }, + { + "type": "entries", + "name": "Potent Necromancy", + "entries": [ + "Whenever the cultist deals necrotic damage, it can reroll the damage dice and use either total." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "After Master Xilian, the most respected member of the Academy is {@creature Uther Kyush|LM}, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two {@creature spy|MM|spies} and five {@creature thug|MM|thugs} that are led by one {@creature veteran}. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human {@creature necromancer|VGM}.", + { + "type": "statblock", + "tag": "creature", + "name": "Uther Kyush", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Blood Scion Heresy", + "entries": [ + "The Blood Scion Heresy is one of a handful of so-called blood cults dedicated to the worship of vampire lords. Cult members willingly become thralls to these vampire lords.", + "The Blood Scion Heresy was founded on the principle that blood is a holy sacrament, and through its consumption the righteous will be blessed with eternal life. Particularly fervent worshipers have been known to sacrifice themselves in an unholy ritual that results in their transformation into blood amniotes (see Chapter 1).", + "A cult cell attempts to limit its membership to twenty-five members in any given city. If the cell were to grow larger, the presence of so many vampires could be difficult to conceal. At the top is a high preceptor, one of many vampire lords that hold positions of responsibility within the Blood Scion Heresy. Espousing secrecy above all, these preceptors enforce strict rules that dictate when and where the thralls can feed, so that hunting does not attract undue attention. They also preach the tenets of the cult and are charged with recruiting new members into the organization.", + "The cult has no true leader, but the Masked One is seen as the organization's ultimate authority. Beyond the Masked One and his high preceptors, the Blood Scion Heresy has no hierarchy and is a disorganized amalgamation of landed lords and petty nobles jockeying for positions of favor within the society.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tXH6sAh.png" + } + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Through forbidden knowledge, vampiric corruption, and unholy worship, members of the Heresy use blood magic to steal and weaken the life force of living creatures while simultaneously invigorating their own.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blood Call (Reaction)", + "entries": [ + "When a creature within 20 feet of the cultist takes necrotic damage, the cultist regains a number of hit points equal to its Constitution modifier plus its Challenge Rating. Any excess healing is gained as temporary hit points." + ] + }, + { + "type": "entries", + "name": "Blood Storm (Bonus Action; Recharge 5-6)", + "entries": [ + "The cultist unleashes a storm of blood in an aura around it out to a radius of 20 feet. The storm lasts until the end of its next turn and lightly obscures the area. Until the end of the cultist's next turn, the cultist and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "A bitter, nihilistic creature, {@creature Godfrey|LM} is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the Blood Scion Heresy. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey prefers to use enchantment and illusion magic in combat, and finds great pleasure in forcing even the most righteous and noble of enemies to fight each other.", + { + "type": "statblock", + "tag": "creature", + "name": "Godfrey", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Eyes of Vecna", + "entries": [ + "Though the members of this order claim it was founded by the lich Vecna before his ascension to godhood, this declaration seems apocryphal. Regardless of the truth, members of this order venerate the deity of secrets as their divine patron. Their aim is to keep knowledge out of the hands of those undeserving to have it. At the lowest levels, this takes the form of the theft (or destruction) of books and scrolls from personal libraries, but can include kidnapping and murder if necessary.", + "To join the Eyes of Vecna, one must prove one's worth by stealing or destroying an item of forbidden knowledge (such as a rare tome). Beings of evil alignment are strongly preferred, since the Eyes of Vecna must never place the well being of others before the group's own nefarious goals.", + "The Eyes of Vecna is organized into cells of 14 (4d6) members. Most large cities and metropolises have one (or sometimes more than one) cell secreted somewhere within them, but individual cells maintain their independence from one another regardless of geographical proximity. Cell leaders are usually evil necromancers or diviners or clerics of Vecna, typically of CR 6 or higher. Rogues and bards are common members, and the order numbers many warriors, experts, and fighters among their ranks as well.", + "Above the cells sit more powerful leaders, who orchestrate the activities of cells throughout a region (often without the cells even realizing they are being influenced by an outside power). These leaders are typically CR 11 or higher, and some are undead creatures themselves (such as vampires or liches). These leaders often use weaker undead as lackeys or bodyguards, since such creatures tend to be good at keeping secrets. Stories that the organization's leaders amputate their left hands and put out an eye to ascend to this level of power are unproven.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sYeM9KY.png" + } + }, + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "The Eyes of Vecna make a great long-term opponent for the characters of your campaign. At low levels, the party might unintentionally thwart the theft of a rare book from a temple or aristocrat's library, gaining the thanks of the owner and the attention of the Eyes. Later, characters tasked with recovering stolen property or finding a kidnapped sage could trace their way to a cell's headquarters, perhaps even quashing the cell itself. This, of course, draws the ire of the higher-ranking members, which might make the characters the next target. At higher levels, the characters could tangle with the leaders themselves.", + "As a result of their activities, the organization has a vast storehouse of rare knowledge, granting them access to sensitive information that many others aren't even aware of. Thus, if your party lacks crucial knowledge that they need in order to achieve their goals, one of their options is to somehow acquire it from the Eyes of Vecna." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Whether they learn these techniques from the knowledge they hoard or are blessed by The Whispered One himself, members of the Eyes of Vecna learn new spellcasting techniques from their acquired knowledge and are adept at hiding themselves and their secrets from unworthy spies.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Forbidden Knowledge", + "entries": [ + "If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. The cultist can cast that spell at its lowest level at will." + ] + }, + { + "type": "entries", + "name": "Veil of Secrecy", + "entries": [ + "The cultist can't be targeted by any divination magic or perceived through magical scrying sensors." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Cyranthus|LM} is a cell leader working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes thugs, spies, bards, a gladiator, and a few guards, as well as a pair of zombie bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing.", + { + "type": "statblock", + "tag": "creature", + "name": "Cyranthus", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Lurkers in Shadow", + "entries": [ + "This cult is relatively new to the world, having formed about a decade ago by the mystic theurge D'Milluhr. According to his claims, D'Milluhr received a vision from a shadowy demonic undead being of great power. In this vision, the theurge was tasked with an unholy quest for a terrible artifact: the dreaded {@item Wand of Orcus}.", + "Since that day, D'Milluhr has worked tirelessly toward that end. He knew instinctively that this quest must remain secret from the world at large, and has thus kept to the shadows, never extending his reach too far. He has enlisted a small group of allies to this cause, including rogues, diviners, and planewalking characters of all stripes. He has also attracted the service of a few {@creature visage|LM|visages}, though in truth he doesn't know why these undead beings offered their allegiance to him.", + "The truth, should D'Milluhr ever learn it, would likely shatter his sanity. The vision was neither a message nor a divine quest, but merely a quirk of fate, an echo of the thoughts of the undead deity Tenebrous when it came into being on the Astral Plane. The visages came to D'Milluhr because they sensed some connection between the theurge and their creator, Tenebrous. Worse still, the quest itself is a meaningless one, since the being known as Tenebrous has regained his lost wand and returned to his previous identity, Orcus, Demon Prince of Undead.", + "But D'Milluhr suspects none of this, and remains feverishly intent on recovering the \"lost\" Wand of Orcus. He tracks down almost every lead, no matter how vague, which leads him on innumerable wild goose chases across the planes. He rejects any suggestion that the Wand is in the hands of Orcus himself, clinging to the theory that his shadowy patron wouldn't have bestowed a quest as hopeless as taking the Wand from the hands of the Demon Prince of Undead himself.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tiONr0j.png" + } + }, + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "D'Milluhr or his minions could run into the characters on any of a number of information hunts. The party need not be involved with Orcus, Tenebrous, or indeed anything even vaguely related to the Lurkers' mission. As long as some tenuous link between the characters' activities and the theurge's quest can be imagined, an encounter between the party and the Lurkers in Shadow can occur.", + "Or perhaps D'Milluhr's quest isn't as crazy as it seems. Maybe he's actually getting close to tracking down the Wand's current destination (and perhaps it isn't currently in Orcus's hands), and the characters learn of his goal and decide to head him off before he gains possession of one of the most evil artifacts in all creation." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "Some members of Lurkers in Shadow have magical boons that aid in their search for the {@i Wand of Orcus}. These boons are usually bestowed upon them by an echo of Tenebrous's will or some other dark power.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Unwavering Seeker", + "entries": [ + "The cultist can't be compelled to act in a manner that would interfere with its goals." + ] + }, + { + "type": "entries", + "name": "Deathly Insight", + "entries": [ + "When the cultist kills a creature or scores a critical hit against it, it magically learns one fact or secret about the target." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Tarek Duskwood|LM} is one of D'Milluhr's most competent and loyal minions. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful.", + { + "type": "statblock", + "tag": "creature", + "name": "Tarek Duskwood", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Minions of the Skull", + "entries": [ + "To the average person on the street, the Minions of the Skull would seem insane. Of course, the Minions know that their worship of all undead beings is the one true way of moving beyond the petty concerns of flesh and blood to achieve perfect immortality everlasting.", + "As it turns out, the person on the street would be right: the Minions of the Skull are absolutely insane. However, this insanity makes them all the more dangerous, since they have no compunction against destroying any living creature who poses even the slightest threat to their goals of universal undeath.", + "The Minions of the Skull have no centralized leadership or organization. Each group of cultists\u2014which might number anywhere from a half-dozen to several dozen, depending on the community and the personality of its leader\u2014operates on its own, though occasionally charismatic leaders unite multiple branches for particularly daring or grand schemes. Such alliances rarely last very long, since the innately chaotic nature of the cultists inevitably proves too strong to control.", + "As expected, the Minions draw the attention of many sentient undead creatures. Most don't have the foresight to use the Minions effectively, either spending them in foolish strikes against the living or merely consuming them as food. However, wiser undead (including liches, vampires, ghosts, mummies, and the like) may use the Minions as pawns in grander schemes.", + "Cult leaders, often called Undying Masters, are usually powerful wizards or sorcerers. Since the cult doesn't venerate any of the traditional deities (save for a few who quietly worship Vecna the lich-god), clerics are few and far between. They typically employ warriors and other martial combatants as bodyguards, promising these individuals transformation into powerful undead creatures as reward for loyal service. An Undying Master that has already achieved transformation into an undead uses its new status to gain even greater respect and awe from other minions.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/z9zGX1H.png" + } + }, + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "The Minions of the Skull make great foes for the party. Since they're irrevocably vile and evil, most characters have few compunctions about cutting them down by the dozens. However, no matter how many the characters defeat, a few more insane cultists always wait in the wings to give them a hard time.", + "A typical encounter with low-ranking Minions might occur when the characters run across (or are hired to stop) a group of cultists stealing various relics linked to deities of death. For a twist, have an evil temple, such as one dedicated to Nerull, hire the party to work together against the cult. As the characters learn more about the Minions of the Skull, they encounter ever-tougher cultists until they finally meet an Undying Master themselves." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "High ranking Minions are granted boons that represent a partial transformation into an undead being, sometimes as a reward for faithful service, but more often as a way for an Undead Master to gain obedience or loyalty within a given cult.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Half-Dead Nature", + "entries": [ + "The cultist doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "entries", + "name": "Decayed Flesh", + "entries": [ + "A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Tival|LM} was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the Minions of the Skull for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Half-Dead Nature", + "entries": [ + "Tival doesn't require air, food, drink, or sleep." + ] + } + ] + }, + { + "type": "statblock", + "tag": "creature", + "name": "Tival", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "The Ruby Order", + "entries": [ + "This cult worships Wee Jas, particularly her incarnation as Death's Guardian. The members pride themselves on their dedication and discipline and are known widely for their expertise in necromantic magic.", + "The existence of the Ruby Order in a given city is typically public knowledge. The cult respects whatever government rules the land, follows the law, pays taxes, and so forth. It draws many arcane-minded characters to its ranks, and even more seek out the Order for short-term teaching. In some cities, the Order supplies advisors to local leaders, or even magistrates for the courts. Characters used to dealing with \"cults\" as secretive bands of renegades are in for trouble if they treat the Ruby Order similarly, since it has many allies, both legitimate and otherwise.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "Of the cults presented here, the Ruby Order is the best suited as an ally to a typical adventuring party. As a lawful neutral organization, the Ruby Order can be counted on to hold up its end of any bargain, making it a reliable source of information and other resources to a like-minded party. Monks, lawful wizards and sorcerers, and other characters who share a devotion to discipline can find acceptance or even training among the order's ranks.", + "Conversely, the Ruby Order can be a steadfast opponent to the characters of your campaign, particularly if those characters tend more toward chaos than law (or even if they simply have a distaste for necromancy). If the Ruby Order perceives the characters as enemies, they have the will and patience to make the characters' lives a living hell." + ] + }, + { + "type": "entries", + "name": "Necromantic Boons", + "entries": [ + "As part of their dedication to discipline, the Ruby Order's necromantic boons are centered around the use of necromancy to perform lawful acts and to oppose any chaotic entities that would threaten them.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lawful Animation (1/Day)", + "entries": [ + "The cultist can spend 1 hour performing a ritual that animates the remains of a dead humanoid. If the humanoid's spirit is free and willing, it returns to the corpse, which rises as a undead in the same space. The undead's alignment, memories, and personality traits are the same as those that it had in life. The corpse may rise as a wight or some other form that the DM deems appropriate." + ] + }, + { + "type": "entries", + "name": "Rebuke the Unlawful (Reaction)", + "entries": [ + "When a creature within 30 feet of the cultist that it can see hits the cultist with an attack, that creature takes necrotic damage equal to the damage dealt by its attack (DC 15 Constitution save for half)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sample Member", + "entries": [ + "{@creature Marys|LM} is a new member of the Ruby Order, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic \"binges\", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters.", + { + "type": "statblock", + "tag": "creature", + "name": "Marys", + "source": "LM", + "collapsed": true + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 4: Undead Hall of Infamy", + "entries": [ + "Many of the luminaries that follow need no introduction to veteran players\u2014they've been around so long that it seems as though they're destined to live forever.", + { + "type": "statblock", + "tag": "variantrule", + "name": "Deities", + "source": "LM" + }, + { + "type": "section", + "name": "Dregoth, the Dread King", + "entries": [ + "Beneath Giustenal's ruins, a dark master bides his time. Dregoth's people treat him like a god, and the Dread King rules his reborn city in absolute secrecy. He burns for vengeance against the other sorcerer-kings of Athas, who slew him centuries ago but neglected to prevent his fell rebirth.", + { + "type": "entries", + "name": "Lore", + "entries": [ + "Characters do not know the following lore, as Dregoth's continued existence remains a secret to all.", + "After millennia, Dregoth still covets godhood. He has succeeded at godlike tasks, such as the adoption of a dragonlike aspect and the creation of the dray (dragonborn) as his chosen people. In the past, however, his naked ambition unnerved Athas's other sorcerer-kings.", + "Abalach-Re warned the other city-states' overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts.", + "The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. He led his loyalists to a cavern far beneath the surface. The site had been prepared for a settlement during a bygone era, but it was never occupied. Dregoth required all inhabitants of New Giustenal\u2014slave and citizen, noble and templar\u2014to undergo the dragonborn transformation. The Dread King believes the worship and devotion of this new race will bring him deific apotheosis.", + "Dregoth is a lichlike kaisharga, and his soul resides in a hidden phylactery in New Giustenal. If slain, he rises again in three days, a secret none but his high priest Absalom knows.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/7VmZRI0.png" + } + } + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "Dregoth spends most of his time in a kaisharga form; he appears as a gray-scaled, dragonlike humanoid whose eyes burn with green fire, but often disguises as a typical dray to blend in with the masses. However, this only gives way to his true form, an undead dragon with wings, scales, a tail, claws, and a devastating breath weapon. This form was badly damaged by the attack of the sorcerer-kings. So, Dregoth's wings are torn, his body still wears the wounds inflicted upon it, and gaping holes show exposed bone in many places. The armored skin that remains is stretched thinly over the skeleton beneath.", + { + "type": "entries", + "name": "Kaisharga Form", + "entries": [ + "In his {@creature Dregoth (Kaisharga Form)|LM|first form}, Dregoth is a fearsome spellcaster, using his strongest spells first via his legendary actions to take out threats as soon as possible. For damage, he prefers to stay back and use Supreme Defiling, Drain Moisture, and Defiling Gaze while his undead minions draw the opponents' attention. If threatened in melee, he uses Telekinetic Movement and Telekinetic Backlash as repositioning tools, and uses his Multiattack with Paralyzing Attack to render them useless as soon as possible.", + { + "type": "statblock", + "tag": "creature", + "name": "Dregoth (Kaisharga Form)", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Dragon Form", + "entries": [ + "As an {@creature Dregoth (Dragon Form)|LM|undead dragon}, Dregoth is fearless, using Nightmare Travel to dive into the fray, Aura of Fear to send his foes running, and then Draconic Might and Telekinetic Slide to control the battlefield. He still possesses the spellcasting of his kaisharga form, however, and may use his action to cast any of his remaining spells if his Defiling Breath isn't available. When he can catch two or more creatures in it at once, he uses Psychic Crush on them and attacks his stunned opponents with advantage and without fear of reprisal.", + { + "type": "statblock", + "tag": "creature", + "name": "Dregoth (Dragon Form)", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "entries", + "name": "New Giustenal", + "entries": [ + "Giustenal rests on the edge of the Silt Sea, its ruins bleached like scattered bones, and just as dead. The land around the forlorn ruins abounds with life, varied terrain, and danger. Giustenal's dark shadow has stained the lives and lore of the folk that surround its silt-covered walls, and the eerie winds that whistle through its abandoned spires evoke the haunting melodies of their legends.", + "After his death and rebirth, Dregoth led the survivors of Giustenal to a cavern far below the surface of Athas. While this cavern had been prepared for a halfling settlement during the Blue Age, it was never occupied. Dregoth and his followers found an empty paradise waiting to be filled.", + "Nothing in New Giustenal is as stark or oppressive as Dregoth's Dread Palace in the northern section of the city. The stone of its walls is blackest obsidian, and the bones of great wyrms decorate much of its surface.", + "For more information, see the 2nd Edition box set {@i City by the Silt Sea}.", + { + "type": "entries", + "name": "Lair Actions", + "entries": [ + "On initiative count 20 (losing initiative ties), Dregoth can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Channel Negative Energy", + "entry": "Dregoth magically unleashes negative energy. Creatures within 60 feet of Dregoth can't regain hit points until initiative count 20 on the next round." + }, + { + "type": "item", + "name": "Sense Life", + "entry": "Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round." + }, + { + "type": "item", + "name": "Telekinesis", + "entry": "Dregoth uses psionics to cast {@i telekinesis} (spell save DC 20) on an object that he can see in the lair, requiring no components. The spell requires no concentration and ends on the next initiative count 20." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Regional Effects", + "entries": [ + "The tunnels of New Giustenal are warped by Dregoth's magic, which creates one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bravery", + "entry": "Dray and undead in the region have advantage on saving throws against being charmed or frightened, and against features that turn undead (if relevant)." + }, + { + "type": "item", + "name": "Continual Light", + "entry": "Magical light suffuses the region, acting as dim light for dray and undead only." + }, + { + "type": "item", + "name": "Undead Rebirth", + "entry": "Humanoids that die in the region rise as {@creature skeleton|MM|skeletons} or {@creature zombie|MM|zombies} in the same space on initiative count 20 of the following round. Dray that die in this manner retain their memories, proficiencies, languages, and Intelligence, Wisdom, and Charisma saving throws." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Absalom", + "entries": [ + "{@creature Absalom|LM} was born human. He was selected as Dregoth's new high priest after Giustenal's fall. He was among the first survivors the undead sorcererking transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. Absalom preaches of the Dread King's godhood, but his true loyalty is to the dragonborn, or dray, of New Giustenal.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2wF26RC.png" + } + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "Absalom hurls insults at his fiercest enemy, marking it as the first to die. He starts combat attacking from range with his Grave Bolt and other spells, then using Baleful Teleport to reposition enemies into his Unmaking Breath. But Absalom is as much warrior as he is priest: once bloodied, he moves boldly amongst his foes, slashing at them with his claws and empowered by his Enfeebling Smite. He saves his fell attacks for opponents that threaten his king or his people, otherwise preferring to use Psychic Leadership on his minions so that they may do the dirty work.", + { + "type": "statblock", + "tag": "creature", + "name": "Absalom", + "source": "LM", + "collapsed": true + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Kas, the Betrayer", + "entries": [ + "Long ago, when Vecna was still mortal, Kas was Vecna's most trusted lieutenant. He served Vecna faithfully for centuries, first as an evil human paladin and later as a vampire lord. Over time, Kas came to envy Vecna's power and began plotting against him. In the final ritual of Vecna's apotheosis, Kas struck out, hoping to become a god in Vecna's stead. Kas's attempt to destroy Vecna failed, but he did manage to sever Vecna's hand and cut out one of his eyes in the epic battle. So great was the fight that it destroyed Vecna's tower and flung Vecna and Kas across the planes. Kas's plot failed, though he retains his power.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/exLJQpK.png" + } + }, + { + "type": "entries", + "name": "Lore", + "entries": [ + "A character knows the following information with a successful check using the History or Religion skill.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "DC 20", + "entries": [ + "Kas is one of the most powerful humanoids who is not a deity. He is a powerful vampire lord and is rumored to have defeated several lesser deities and primordials. He commands armies of living and undead followers, and is worshiped and revered by vampires and debased mortals." + ] + }, + { + "type": "entries", + "name": "DC 25", + "entries": [ + "Kas is known also as Kas the Betrayer and is the sworn enemy of Vecna. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and eye, and though both survived the battle, each now seeks the other's destruction. Kas was once an evil paladin, and he still values some", + "knightly principles. He is exceptionally proud and never forgets or forgives insults to him or his honor.", + "Two artifacts are associated with Kas, the {@item Sword of Kas} and the {@item Silver Mask of Kas|LM}. These items are no longer in his possession and now filter through the planes, corrupting those who are unfortunate enough to find them." + ] + }, + { + "type": "entries", + "name": "DC 30", + "entries": [ + "Kas regularly travels the planes, but he has two primary bases of operation. He commands a kingdom in the Shadowfell, where vampires rule over the living with an iron fist. This kingdom is tolerated by the Raven Queen, whom Kas has appeased by the sharing of information regarding Orcus and Vecna. Kas also spends time in a hidden mountainous keep within the Bleak Eternity of Gehenna. The keep is a stronghold of near total darkness with furnishings made from finely polished obsidian. Surrounding this keep is a moat fed by water from the River Styx. Some of the prisoners from Kas's kingdom within the Shadowfell are brought to the dominion as food for Kas and his allies who dwell there." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "{@creature Kas|LM} has a twisted sense of honor that compels him to offer the appearance of a fair fight to any creatures he considers equals. He quickly dispatches challengers of obvious inferiority. Kas usually strikes first and without warning, and he attempts to subdue an opponent rather than kill it. He has no reservations about attacking an unarmed opponent, but the creature must have access to a nearby weapon. If a combatant proves a good challenge, Kas transforms the creature into a vampire spawn under his control after he defeats it.", + "Kas is cunning, having learned much of his craft from Vecna. He prefers to fight opponents in areas of darkness, where he has no risk of losing his regeneration. If outnumbered, Kas relies on spellcasting allies that can cast supportive spells on him to ensure victory. Kas revels in combat and tries to engage as many opponents as possible. However, even while engaging multiple foes, he retains wisdom and cunning. Kas is confident of his abilities but makes strategic retreats if necessary. In melee, he disengages with an enemy only long enough to cast {@spell command} or {@spell charm person} on them, which he makes sure to target on the opponent most skilled in melee.", + { + "type": "statblock", + "tag": "creature", + "name": "Kas", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Castle Tovag", + "entries": [ + "Kas rules the domain of Tovag in the Demiplane of Dread, where his vampiric minions amass prisoner-soldiers and manufacture war machines in preparation for a final assault against The Whispered One. At its heart is Castle Tovag, a base operations fit for a true vampire king. There, he coordinates the movements of his servants across the planes and develops battle plans for defeating Vecna's minions.", + { + "type": "entries", + "name": "Lair Actions", + "entries": [ + "On initiative count 20 (losing initiative ties), Kas can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Alter Gravity", + "entry": "Until initiative count 20 of the next round, gravity in the lair is affected by a {@i reverse gravity} spell, except that Kas can orient gravity in any direction. Kas can choose any number of targets to be unaffected by this effect." + }, + { + "type": "item", + "name": "Bat Swarm", + "entry": "A swarm of bats swoops through the lair, passing up to five creatures of Kas's choice. Each target must succeed on a DC 20 Constitution saving throw or be blinded until initiative count 20 of the next round." + }, + { + "type": "item", + "name": "Darkness", + "entry": "Kas casts the {@i darkness} spell four times, targeting different areas with the spell. Kas doesn't need to concentrate on the spells, which end on initiative count 20 of the next round." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Regional Effects", + "entries": [ + "The dread domain of Tovag is suffused with powerful shadow magic, creating the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bat Infestation", + "entry": "There is a noticeable increase in the population of bats in the region. Some of these bats may actually be familiars of Kas or his servants, reporting on the activities of living creatures in the region." + }, + { + "type": "item", + "name": "Creeping Fog", + "entry": "A creeping fog clings to the ground within most areas of Tovag, lightly obscuring the region. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents." + }, + { + "type": "item", + "name": "Wandering Shadows", + "entry": "Shadows cast within the region seem abnormally gaunt and sometimes move as though alive. While asleep, a living creature's shadow wanders off as an undead {@creature shadow} that seeks to fulfill an unknown purpose. If the creature wakes up, its shadow only returns after the creature is alerted to its absence by a successful DC 15 Wisdom (Perception) check, at which time the undead shadow is destroyed." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Blackstar Knight", + "entries": [ + "Blackstar knights are undead spirits housed in vessels of animate black stone. Each knight serves Kas unswervingly, though stories of similar beings under the control of other creatures have begun to surface.", + { + "type": "entries", + "name": "Combat", + "entries": [ + "{@creature Blackstar Knight|LM|Blackstar knights} use Death Mark on a single target and relentlessly pursue them using No Escape until either the target or the knight is destroyed, or until commanded by a superior to change its tactics. If ordered to defend a location or creature, it will use Brace to punish creatures that try to breach its defensive position.", + { + "type": "statblock", + "tag": "creature", + "name": "Blackstar Knight", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Lore", + "entries": [ + "A character knows the following information with a successful check using the Arcana or History skill.", + { + "type": "entries", + "name": "DC 25", + "entries": [ + "These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. The presence of blackstar knights and similar beings in the service of other masters aside from Kas supports the possibility that Kas's defenses have been compromised and his secrets revealed." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Osterneth, the Bronze Lich", + "entries": [ + "Known as the supreme seed of darkness and the Heart of the Whispered One, Osterneth is Vecna's mightiest servant. Osterneth is tasked with subverting governments, corrupting good people, and spearheading Vecna's takeover of the world.", + "In public, Osterneth appears as a seductive, aristocratic human female in her late twenties with dark hair and bronze skin. Her look of demure gentility is emphasized by a rich wardrobe and a charming smile that melts men's hearts. Claiming nobility from a distant land, Osterneth uses her guile and charisma to gain favor among the scions of high society. With their interest peaked, the Heart of the Whispered One then seduces the world's greatest leaders, bringing them willingly into the worship of Vecna.", + "In actuality, Osterneth is an ancient lich from a kingdom lost to memory; her true form is a fleshless skeleton of bronzed bones inlaid with soul gems. Within the empty cavity of her chest pulses the heart of Vecna, a shriveled relic preserved from the desiccated remains of Vecna's original body. The eyes of Osterneth's naked skull blaze with a prismatic radiance that creates a powerful glamour effect, hiding her true appearance from all but her most trusted servants.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RqLGGQH.png" + } + }, + { + "type": "entries", + "name": "Lore", + "entries": [ + "A character knows the following information with a successful check using the History skill.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "DC 20", + "entries": [ + "Osterneth is a beautiful, charming noblewoman educated in the arcane arts. She rarely speaks of her past, but claims descent from a distant family of aristocrats in a far-off kingdom." + ] + }, + { + "type": "entries", + "name": "DC 25", + "entries": [ + "Osterneth is very evasive when pressed for details of her past. A veil of mystery surrounds her, and some suspect she is more than she appears." + ] + }, + { + "type": "entries", + "name": "DC 30", + "entries": [ + "Osterneth's interest in magic is focused on the necromantic arts, though she feigns only mild interest. The disappearances of several people close to her has led to suspicion. Some claim she is involved in a cult of some kind." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Social Encounters", + "entries": [ + "In social situations where she presents as herself, Osterneth uses her keen intuition and superior observation skills to find the right strings to pull. She toes a fine line between impressing her targets with her intelligence and flattering them with compliments, preferring to downplay herself if it means a target can be lured into thinking they are superior and thus are more willing to flaunt all of the cards they hold.", + "Osterneth prefers only to use her spellcasting as a last resort or to ensure success in an important endeavor; while her spells are cast without components, she still is adverse to the unnecessary risk of being detected somehow. When a hapless fool or perceptive opponent discovers something about her that she doesn't want revealed, she prefers to use {@i modify memory} to erase their knowledge of it instead of killing them, which has the added advantage of allowing her to implant false memories that work to her advantage." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "{@creature Osterneth|LM} relies heavily on the presence of undead allies, using them as meat shields via Redirect Attack and positioning tools via Transposition. She starts combat by attempting to dominate one of the party's melee combatants, spending her action on subsequent turns to cast a spell or to use Void Lightning if it is available, and then using {@i mislead} and the terrain around her to hide via Cunning Action.", + "If threatened in melee, Osterneth uses her Paralyzing Touch to paralyze the threat or Luring Glare to move them away from her. While her Shadow Rays are viable enough to use for damage instead of her other spells, Osterneth is always on the lookout for opportunities to catch at least three enemies in a {@i fireball} or to use {@i power word kill} to remove a threat from the board.", + "Once her mythic trait is activated, Osterneth's true malice is revealed, and her trickery only becomes more disorienting to deal with. She uses Vanishing Act to reposition even in the absence of allies, and repels melee attackers that dare to approach her using Disrupt Life. Osterneth otherwise unleashes as many of her damaging abilities as much possible, with her Void Lightning mythic action having a huge blast radius that can potentially hit the entire party at once.", + { + "type": "statblock", + "tag": "creature", + "name": "Osterneth", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Summit of Truth", + "entries": [ + "While they normally communicate via spells like {@spell sending}, leaders of cults dedicated to the Maimed God gather once per year for the reclusive \"Summit of Truth\" hosted by Osterneth, where they provide updates on their countless schemes and plots, exchange magical items and lore, and coordinate cooperation between multiple cult cells. Hosted in a long forgotten temple of Ioun and protected against divination magic by powerful wards, the Summit of Truth is the only place the various cults of Vecna can guarantee absolute privacy from even the gods themselves.", + "Osterneth's phylactery is a decapitated statue of Ioun placed in the central courtyard of the temple\u2014after all, nobody would suspect a servant of Vecna to use his rival's image as their source of eternal unlife. At every summit, Osterneth brings her collection of captured souls and feeds them to her phylactery, providing her enough sustenance for the next year to come. The statue appears nonmagical due to a {@spell Nystul's magic aura} spell cast on it, but can be identified for what it is after 10 minutes of careful study and a successful DC 25 Intelligence (Arcana) check. One of the conditions for destroying the phylactery includes restoring the head of the statue, whether by reattaching the original head or by constructing a sufficient replacement (e.g. using {@spell stone shape}).", + { + "type": "entries", + "name": "Lair Actions", + "entries": [ + "On initiative count 20 (losing initiative ties), Osterneth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Conjure Walls and Doors", + "entry": "Osterneth causes up to four doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none." + }, + { + "type": "item", + "name": "Link Doors", + "entry": "Osterneth causes up to four doors in the lair to magically link to an equal number of other doors of her choice, causing a creature that enters a doorway to exit the other doorway in its pair, and vice versa. While open, a doorway is obscured by black mist that prevents viewing of the doorway's exit." + }, + { + "type": "item", + "name": "Programmed Illusion", + "entry": "Osterneth casts the {@spell programmed illusion} spell somewhere in the lair. She can only maintain four of these illusions at a time." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Regional Effects", + "entries": [ + "The region containing the temple for the Summit of Truth is protected by powerful wards, creating the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "False Divination", + "entry": "Creatures and locations within 6 miles of the temple can't be successfully targeted by any divination magic or perceived through magical scrying sensors. Attempts to do so instead yield misleading results, as determined by the DM." + }, + { + "type": "item", + "name": "Foil Telepathy", + "entry": "Telepathic communication does not work within 6 miles of the temple." + }, + { + "type": "item", + "name": "No Teleportation", + "entry": "Attempts to teleport to a location within 6 miles of the temple from outside the region instead lead to a similar temple on the opposite side of the continent, as determined by the DM. Teleportation from creatures already the region works normally." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Ascetic of Vecna", + "entries": [ + "Wearing only a death shroud, the ascetic of Vecna is a true devotee of the Undying King. An ascetic of Vecna spends its existence contemplating the Maimed God's secrets. The only break from its meditation occurs when the ascetic ventures into the world to collect esoteric knowledge. An ascetic of Vecna is so devoted to the acquisition of knowledge that it fights or kills others to obtain even a minor piece of information. One of these mages gladly exchanges its life to uncover knowledge for its sinister master.", + "Osterneth works with a circle of powerful ascetics to amass occult lore in the name of The Undying King. These ascetics use spiritual projections to direct the cults they lead while their true selves remain in silent contemplation within hidden chambers known only to other members of the circle, only emerging once per year to gather for the Summit of Truth or to bare arms in dire circumstances.", + { + "type": "entries", + "name": "Combat", + "entries": [ + "Ideally, an {@creature ascetic of Vecna|LM} never has to fight at all\u2014it typically remains locked away in a meditation chamber hidden away from prying eyes, using Dream Stride to direct its underlings' activities and to destroy any possible threats as soon as possible. If a confrontation is inevitable, it will use {@spell clairvoyance}, {@spell find familiar}, and {@spell scrying} to gather as much information on its enemies' numbers and capabilities.", + "In combat, the ascetic will focus on the melee threats while its minions try to attack any ranged attackers from behind; it uses Crushing Bludgeon and {@spell telekinesis} to interfere with their movements, and it assaults them with Mind Cannon knowing that their mental defenses are probably weak. Ideally catching at least two opponents in the area, it uses Creeping Rot when possible to drain their hit points over time.", + { + "type": "statblock", + "tag": "creature", + "name": "Ascetic of Vecna", + "source": "LM", + "collapsed": true + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Tenebrous, the Shadow of Orcus", + "entries": [ + "Just before ascending to godhood, the demon lord Orcus was murdered. Rising as an undead god deep within the Astral Sea, Tenebrous sought to enact vengeance on his usurpers and to reacquire the {@item Wand of Orcus} so that he may resurrect as a true demon god of the unliving.", + { + "type": "entries", + "name": "Lore", + "entries": [ + "A character knows the following information with a successful check using the History or Religion skill.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "DC 20", + "entries": [ + "Orcus is a massive, bloated demon prince\u2014bloated on spite, bile, and contempt. His worship had spread so far that he was on the cusp of godhood, but with his wars against Demogorgon and Graz'zt waning, he became complacent and was murdered and deposed." + ] + }, + { + "type": "entries", + "name": "DC 23", + "entries": [ + "But then Orcus rose from the dead as an undead god and took the name Tenebrous, hiding in the shadows, waiting to take his revenge." + ] + }, + { + "type": "entries", + "name": "DC 26", + "entries": [ + "Tenebrous sought the {@i Wand of Orcus} so that he may resurrect as a true deity, wandering the planes and slaying other gods along the way using an ancient power known as the Last Word. At one point, he slew Primus and assumed his identity, sending his modrons across the planes in the Great Modron March in search of the wand." + ] + }, + { + "type": "entries", + "name": "DC 29", + "entries": [ + "Orcus revitalized his wand, and with its strength initiated a spell of {@spell resurrection} cast by one of his last faithful servants, the half-ogre Quah-Namog. Heroes from the Material Plane seemingly disrupted this ceremony at the eleventh hour, causing Orcus to rise not as a god of undeath, but as the demon lord he once was." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "The stat block presented below represents the full might of the undead deity Tenebrous in his prime. If Tenebrous was already destroyed in your world, perhaps a lingering shadow of his former glory, equivalent in strength to Tenebrous's avatar, may still wander the planes in search of power to amass and deities to slay.", + { + "type": "entries", + "name": "Tactics", + "entries": [ + "{@creature Tenebrous|LM} doesn't fight fairly: he seeks to overwhelm his foes with swarms of undead minions while he lurks in the shadows, only emerging from stealth to unleash a furious assault when he knows he wouldn't be attacked in return.", + "On his turn, Tenebrous will generally use {@spell circle of death} to damage multiple party members at once, opting to use Multiattack for single target damage if a particular character is a more urgent threat than the others that round. If his Finger of Doom is available, he uses it to guarantee critical hits with his Claw attacks in melee against a paralyzed victim.", + "Tenebrous prefers spending his legendary actions on {@spell eyebite} and {@spell telekinesis}, inflicting conditions that prevent the party from pursuing him as he teleports away. Tenebrous knows that combat is a game of attrition, and is not afraid of dragging out the fight if it means ensuring victory. The party's best chance of defeating Tenebrous is to lay a trap or to otherwise force a particular choice of arena that leaves Tenebrous exposed with few hiding spots.", + "Master of Undeath is usually the mythic trait Tenebrous activates first; an example of what he might summon is two {@creature beholder zombie|MM|beholder zombies} and two {@creature deathlock|MPMM|deathlocks} to provide ranged attacks and debuffs, two {@creature slaymate|LM|slaymates} riding the beholder zombies to make them invisible, and an {@creature ogre zombie} to act as a tank. These undead aren't enough to challenge the party by itself, but between Bolster Minions being used to buff them, any other undead that were already present before the battle began, and Tenebrous himself, the undead from this ability can quickly overwhelm the party.", + "Tenebrous also uses Elude the Living to create hiding spots for himself and his minions to hide, since they are not affected by the magical darkness. If threatened in melee by multiple combatants, he may use Destructive Burst to push them away.", + "Once both of his mythic traits are active, Tenebrous acknowledges the threat to his continued existence and may flee. If this is impossible, he will use Antilife Barrier to deter the party from pursuing him as he attempts to regenerate his hit points. If afflicted with a harmful condition or spell, he may use Consume Energy on any remaining minions, although this comes with the tradeoff of losing another body in the fight that could potentially draw attention from the party. When an opportunity presents itself, he will use Creeping Death to inflict necrotic vulnerability on as many party members as possible, following up with {@spell circle of death} or Grave Bolt as soon as possible.", + { + "type": "statblock", + "tag": "creature", + "name": "Tenebrous", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Killing Tenebrous", + "entries": [ + "Since Orcus was killed before he could ascend to a true god, Tenebrous lacks the Discorporation trait that other gods possess, forcing him to act in the shadows so that his rivals do not band together to vanquish him.", + "However, if Tenebrous manages to become a true deity, here are some sample quests that can enable his demise once again.", + { + "type": "entries", + "name": "Orb of Light", + "entries": [ + "The {@item Orb of Light|LM}, the divine spark of a deity slain by Tenebrous, must be used to fight or kill him." + ] + }, + { + "type": "entries", + "name": "Raven Queen's Blessing", + "entries": [ + "An artifact stolen from the Raven Queen by the Demon Prince of Undeath must be returned to her in exchange for a divine blessing that allows Tenebrous to be vanquished." + ] + }, + { + "type": "entries", + "name": "Wand of Orcus", + "entries": [ + "The {@item Wand of Orcus} must be permanently destroyed, as described in the item's description." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Oblivion's Gate", + "entries": [ + "While not wandering the planes or assuming the identity of a deity he has slain, Tenebrous resides in Oblivion's Gate, an ancient citadel positioned at a planar crossing between the Astral Sea and the Negative Energy Plane. Built by an unknown race of immortals in the time before the dominance of the gods, knowledge of this citadel's existence was lost during the Dawn War, making it the perfect site for Tenebrous to dwell without the risk of being detected by interlopers.", + { + "type": "entries", + "name": "Lair Actions", + "entries": [ + "On initiative count 20 (losing initiative ties), Tenebrous can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Grasp of the Dead", + "entry": "Tenebrous causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Tenebrous releases them (no action required)." + }, + { + "type": "item", + "name": "Overwhelming Despair", + "entry": "The surrounding negative energy threatens to overwhelm living creatures in the lair. Each target must succeed on a DC 20 Intelligence saving throw or be frightened until initiative count 20 of the next round." + }, + { + "type": "item", + "name": "Shriek of the Damned", + "entry": "The spirits of the damned let out a terrible shriek. Each living creature in the lair must succeed on a DC 20 Charisma saving throw or be deafened until initiative count 20 of the next round." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Regional Effects", + "entries": [ + "Oblivion's Gate is affected by the planar magic of the Astral Sea and the Negative Energy Plane, creating one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ambient Negative Energy", + "entry": "Due to the influence of the Negative Energy Plane, hit points regained by living creatures from any source are halved, death saving throws are made with disadvantage, and living creatures can't benefit from resistance to necrotic damage." + }, + { + "type": "item", + "name": "Subjective Gravity", + "entry": "Due to the influence of the Astral Plane, a creature's walking speed (in feet) is equal to five times its Intelligence score, and it can use this movement to fly in any direction." + }, + { + "type": "item", + "name": "Suppressed Lighting", + "entry": "Tenebrous's influence suppresses light in the area. Bright light in the area becomes dim light, and dim light in the area becomes darkness." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Visage", + "entries": [ + { + "type": "quote", + "entries": [ + "This creature appears only somewhat solid, with a mostly shapeless body. Its only definite features include a pale, white, masklike face bearing a perpetual grin and a pair of particularly long and nasty claws." + ] + }, + "The visage is a devious undead creature that steals the identity of its victims to further its chaotic and evil aims. The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.", + "Though a visage appears incorporeal, it does not actually possess that quality. A visage isn't very dense, though, and only weighs about 75 pounds despite its size. In its normal form, it is sometimes mistaken for a wraith.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://adrenalinarpg.files.wordpress.com/2009/07/rosto2.jpg?w=840" + } + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "{@creature visage|LM|Visages} prefer subterfuge to overt combat, since their physical attacks aren't very threatening. They use their {@spell charm person}, {@spell dominate person}, and {@spell suggestion} spells to influence weak-willed individuals, hoping to draw them to places where they can finish them off secretly and assume their identities. Then, the visage uses this new identity to sow chaos and discord as long as possible.", + { + "type": "statblock", + "tag": "creature", + "name": "Visage", + "source": "LM", + "collapsed": true + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Vecna, the Whispered One", + "entries": [ + "Vecna is known by many names: {@deity The Whispered One|TDCSR}, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, and the Maimed God. These titles are but a few that describe the secretive and incomparably ambitious god. Little is known about Vecna's current ambitions, but that doesn't stop his cultists from developing their own plots.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xSghHOQ.png" + } + }, + { + "type": "entries", + "name": "Lore", + "entries": [ + "A character knows the following information with a successful check using the Religion skill.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "DC 10", + "entries": [ + "Vecna is the lord of undead, god of secrets, and patron of necromancers. He has tried many times to take over the world." + ] + }, + { + "type": "entries", + "name": "DC 15", + "entries": [ + "Two of Vecna's chief rivals are the Raven Queen and Orcus. Both claim dominion over death, though each, including Vecna, has a different vision of what the afterlife should be. Vecna believes that creatures should serve him in both life and death." + ] + }, + { + "type": "entries", + "name": "DC 20", + "entries": [ + "Vecna once had a powerful lieutenant known as {@creature Kas|LM}. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and an eye, and though both survived the battle, each now seeks the other's destruction. Cultists of Vecna are on the lookout for the {@item sword of Kas}, fearing that the artifact might be used to slay their lord." + ] + }, + { + "type": "entries", + "name": "DC 25", + "entries": [ + "Vecna's {@item hand of Vecna|DMG|hand} and {@item eye of Vecna|DMG|eye} are powerful necromantic artifacts, constantly sought after by his followers so that they may reunite them with their rightful owner. To be used, the hand must be grafted to a humanoid's wrist where the hand has been severed. The eye must be placed in an empty humanoid eye socket.", + "Unlike many deities, Vecna has no fixed domain or location. He prowls the planes, searching for secrets. Most often, though, Vecna travels the Outer Planes, visiting the dominions of dead gods." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "As one of the smartest beings in the multiverse, Vecna is a hard being to find, let alone kill. The party's only hope is to somehow avoid getting on Vecna's radar, perhaps foiling his spies and divination with the help of an allied deity; even then, Vecna has contingencies in place in case anyone attempts to exploit this weakness of his.", + { + "type": "entries", + "name": "Tactics", + "entries": [ + "If given advanced notice, {@creature Vecna|LM} will prepare and pre-cast spells that are specifically tailored to the situation at hand. For example, he may use {@spell simulacrum} to create a duplicate of himself to keep the party distracted while he uses {@spell scrying} to observe the party's tactics in taking it down (if they can even manage that).", + "With an Intelligence score of 30, Vecna will generally be able to predict or identify the party's actions for what they are. There are no surprises when it comes to the god of evil secrets. That said, he holds onto his {@spell wish} spell for as long as possible, using it as a trump card in case the party does anything unexpected that may throw a wrench into his battle plans.", + "In a standard encounter, Vecna is a formidable ranged spellcaster, starting with a {@spell dominate monster} spell on the weakest-willed brute of the party and sending it to attack the spellcasters. Vecna knows that spellcasters will be his most dangerous opponents, so he always makes sure to focus on them with ranged abilities like {@spell circle of death}, {@spell finger of death}, Ray of Death, and Vile Curse. If threatened in melee, Vecna will use Teleport to get out of their reach; if Vecna possesses his {@item Hand of Vecna|DMG|Hand}, he may be embolded and use Liquify Bones to reduce the melee combatant to 1 hit point.", + "By the time one of his mythic traits have been activated, Vecna will be accustomed to the party's tactics and will adjust accordingly. He generally uses the same tactics alongside the upgrades from Greater Teleport and Beam of Death; furthermore, he can use Dark Speech to blind a spellcaster, preventing them from targeting him with their spells.", + "With both mythic traits active, Vecna can rely on his Discorporation to survive and simply take revenge against the party another day; if the party has completed one of the quests that would enable his demise, he may choose to use {@spell wish} to teleport somewhere else using {@spell plane shift}. If he must fight to the death, he uses all of the tools at his disposal, including the use of Undying Grasp to teleport the party into a small area that he can barrage with Necrotic Web.", + { + "type": "statblock", + "tag": "creature", + "name": "Vecna", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Killing Vecna", + "entries": [ + "While killing the god of evil secrets is a nigh impossible task, here are some sample quests that would enable his demise.", + { + "type": "entries", + "name": "Eye and Hand of Vecna", + "entries": [ + "The {@item Hand of Vecna} and {@item Eye of Vecna} must be found and destroyed. For example, the {@i Hand} may be in the possession of {@creature Arkhan the Cruel|DMG}, the champion of Tiamat." + ] + }, + { + "type": "entries", + "name": "Heart of Vecna", + "entries": [ + "{@creature Osterneth|LM}, the bronze lich, must be found and destroyed, and Vecna's heart must be recovered from her body and then also destroyed." + ] + }, + { + "type": "entries", + "name": "Sword of Kas", + "entries": [ + "The {@item sword of Kas}, the ancient weapon of Vecna's treacherous former lieutenant, must be used to fight or kill Vecna." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Whispering Tower", + "entries": [ + "Instead of ruling a divine realm, Vecna wanders the planes in search of forgotten artifacts and arcane lore to add to his vast, unknowable collection. However, he does own a hidden black tower within the Windswept Depths of Pandemonium, a cache of magical objects and tomes that represent a small fraction of what he truly possesses. Its aura of magical power drowned out by the howling winds of the plane surrounding it, adventurers that seek to defeat Vecna may attempt to find him here, although the preparations made by the Whispered One beforehand all but ensure the party's doom.", + { + "type": "entries", + "name": "Lair Actions", + "entries": [ + "On initiative count 20 (losing initiative ties), Vecna can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Glyph of Warding", + "entry": "Vecna utters an incantation, and the lair creates a 3rd-level {@spell glyph of warding} spell (save DC 20) on a surface in an unoccupied space within 60 feet of him that triggers if a creature other than Vecna steps on it. If he chooses a spell rune, typical options include {@spell bestow curse} to weaken an opponent, {@spell darkness} to obstruct line of sight, or {@spell silence} to prevent verbal spellcasting in an area." + }, + { + "type": "item", + "name": "Contingency", + "entry": "Vecna speaks a command word, and the lair activates a contingency that allows Vecna to cast any spell of 5th level or lower on himself. Typical options include {@spell greater restoration} to remove debilitating effects, {@spell armor of Agathys} (5th level) or {@spell mirror image} to hamper a melee opponent, and {@spell protection from energy} to defend against a specific damage type." + }, + { + "type": "item", + "name": "Telekinesis", + "entry": "Instinctively following Vecna's dark will, the lair itself uses telekinesis to manipulate a creature or object, as the {@spell telekinesis} spell (save DC 20), lasting until intiative count 20 of the next round." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Regional Effects", + "entries": [ + "The region containing Vecna's lair is warped by his dark magic, which creates one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "False Divination", + "entry": "Divination spells cast within the lair by creatures other than Vecna have a 75 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance becomes a guarantee." + }, + { + "type": "item", + "name": "Maddening Whispers", + "entry": "Creatures constantly hear faint, indecipherable whispering in their ear, imposing disadvantage on Intelligence and Wisdom checks." + }, + { + "type": "item", + "name": "Whispered One's Gaze", + "entry": "When a creature expends a spell slot while within 1 mile of the lair, Vecna can immediately cast {@spell scrying} on them (save DC 20)." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Enigma of Vecna", + "entries": [ + "Enigmas of Vecna are the shells of petitioners who have angered Vecna by sharing secrets or otherwise failing their secretive god. These strange humanoids use arcane magic to harry Vecna's enemies from afar. When injured, an enigma of Vecna transforms into a shrieking, clawed berserker.", + "In its normal form, an enigma of Vecna is a bald human with vague features. Enigmas usually wear simple robes, and each carries a dagger. Once bloodied, they undergo a horrific transformation. They sprout long claws, and reveal a fanged, twisted vistage as their skin falls away, leaving behind a flayed form.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HPVQM7H.png" + } + }, + { + "type": "entries", + "name": "Lore", + "entries": [ + "A character knows the following information with a successful check using the Religion skill.", + { + "type": "entries", + "name": "DC 20", + "entries": [ + "Enigmas are found guarding places sacred to Vecna. They also travel with his honored servants, acting as bodyguards. They have the ability to shock an enemy and leave them shaken up." + ] + }, + { + "type": "entries", + "name": "DC 25", + "entries": [ + "Enigmas are actually horrid fiends bound in human form. If pressed in battle, they transform into shrieking, clawed berserkers." + ] + } + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "In its initial form, {@creature enigma of Vecna|LM|enigmas} keep away from the fray, using Shock Bolt and Memory Ripper to wear down foes.", + "Once a bloodied enigma completes its gruesome transformation, it leaps forward and engages the enemy in melee, the terrible display of its Horrific Visage causing enemies to recoil before the enigma uses its long, sharp claws to rend their flesh.", + { + "type": "statblock", + "tag": "creature", + "name": "Enigma of Vecna", + "source": "LM", + "collapsed": true + } + ] + } + ] + } + ] + } + ] + }, { - "type": "entries", + "type": "section", + "name": "Chapter 5: Blackguard", "entries": [ + "The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw the strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks\u2014the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts, the {@class blackguard|LM|blackguards}.", { "type": "entries", - "name": "Cull the Herd", "entries": [ - "You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it." + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/T1bEPOT.png" + } + }, + { + "type": "statblock", + "tag": "class", + "name": "Blackguard", + "source": "LM" + } ] } ] }, { - "type": "entries", + "type": "section", + "name": "Chapter 6: Subclasses", "entries": [ + "Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the warlock, they're otherworldly patrons. This chapter provides a selection of five subclasses, as well as some advice for including them in your campaign world.", { "type": "entries", - "name": "Treacherous Strike", "entries": [ - "If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being {@condition charmed}.", - "You can use this ability a number of times equal to your proficiency bonus. You regain expended uses of it when you finish a short or long rest." + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HkE5cqW.png" + } + } + ] + }, + { + "type": "section", + "name": "Design Notes", + "entries": [ + "This section describes the design process that went into these subclasses, and is directed towards DMs that are considering them for their games.", + { + "type": "entries", + "name": "Flavor and Thematics", + "entries": [ + "The subclasses included relate to the themes of death, darkness, undeath, and negative energy, whether they harness these powers directly or instead choose to combat them. In a game world, these archetypes can be used by player characters and NPCs alike. For instance, a powerful guardian that serves the lich or vampire that the party is facing might have features from or reminiscent of the Death's Chosen archetype, while a Circle of Twilight druids might be a key faction or location involved in your campaign's story. Feel free to take inspiration from the flavor text for these subclasses when creating adventures, factions, NPCs, and other elements of your campaign, especially when one or more of them are being used by the characters in your party." + ] + }, + { + "type": "entries", + "name": "Features and Mechanics", + "entries": [ + "The \"Creating New Character Options\" section in Chapter 9 of the {@book Dungeon Master's Guide|DMG} provides advice for making or modifying races, classes, and subclasses. In particular, the \"Creating New Class Options\" subsection describes how a subclass you make is allowed to have similar features or feature overlap with existing options, and that you may wish to find existing features that can be used as models for new ones. This design process helps ensure that the options created are balanced (since the features or mechanics they use have already been playtested), while also preventing the need to \"reinvent the wheel\" by creating similar features that from scratch.", + "Following this advice, many of the subclasses below use, reflavor, or transform features from existing subclasses into new ones, or otherwise model their mechanics off of such features. For instance, the Death's Chosen martial archetype includes a power progression akin to that of the Psi Warrior archetype. Meanwhile, the Circle of Twilight is built off of the {@i Unearthed Arcana} subclass of the same name, but includes a few fixes and changes that make it feel more balanced and polished." + ] + } + ] + }, + { + "type": "section", + "name": "Subclass Descriptions", + "entries": [ + "The table below summarizes each of the subclasses presented in this section.", + { + "type": "table", + "colLabels": [ + "Subclass", + "Class", + "Description" + ], + "colStyles": [ + "text-align-left col-4", + "text-align-left col-1 text-center", + "text-align-left col-5", + "col-3 text-right" + ], + "rows": [ + [ + "{@class cleric|phb|Darkness Domain|Darkness|LM}", + "Cleric", + "Draws strength from the shadows and those that lurk within them" + ], + [ + "{@class fighter|phb|Death's Chosen|Death's Chosen|LM}", + "Fighter", + "Uses negative energy to enhance their martial prowess" + ], + [ + "{@class bard|phb|College of the Dirgesinger|Dirgesinger|LM}", + "Bard", + "Channels death related emotions such as grief and sorrow" + ], + [ + "{@class warlock|phb|The Dread Lord|Dread Lord|LM}", + "Warlock", + "Equipped with sword in hand, commands a legion of undead" + ], + [ + "{@class druid|phb|Circle of Twilight|Twilight|LM}", + "Druid", + "Protects the natural order of life and death" + ] + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xh6HR9N.png" + }, + "title": "College of the Dirgesinger" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XsP0zjt.png" + }, + "title": "Death's Chosen" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KcKsFz8.jpg" + }, + "title": "Circle of Twilight" + }, + { + "type": "statblock", + "prop": "subclass", + "source": "LM", + "name": "Darkness", + "displayName": "Darkness Domain", + "className": "cleric", + "classSource": "PHB", + "collapsed": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "LM", + "name": "Death's Chosen", + "displayName": "Death's Chosen", + "className": "fighter", + "classSource": "PHB", + "collapsed": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "LM", + "name": "Dirgesinger", + "displayName": "College of the Dirgesinger", + "className": "bard", + "classSource": "PHB", + "collapsed": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "LM", + "name": "Dread Lord", + "displayName": "The Dread Lord", + "className": "warlock", + "classSource": "PHB", + "collapsed": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "LM", + "name": "Twilight", + "displayName": "Circle of Twilight", + "className": "druid", + "classSource": "PHB", + "collapsed": true + } ] } ] - } - ] - }, - { - "name": "Betrayer's Escape", - "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 15, - "header": 2, - "entries": [ - "{@i 15th-level Vice of Treachery feature}", - "You gain the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn {@condition invisible} and teleport up to 60 feet to a spot you can see. You remain {@condition invisible} until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again." - ] - }, - { - "name": "Icon of Deceit", - "source": "LM", - "page": 102, - "className": "Blackguard", - "classSource": "LM", - "subclassShortName": "Treachery", - "subclassSource": "LM", - "level": 20, - "header": 2, - "entries": [ - "{@i 20th-level Vice of Treachery feature}", - "You gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:", + }, { - "type": "list", - "items": [ - "You are {@condition invisible}.", - "If a creature damages you on its turn, it must make a Wisdom saving throw against your spell save DC. On a failed save, you control the creature's movement and action on its next turn, provided that you aren't {@condition incapacitated} on that turn. A creature automatically succeeds on the save if the creature is immune to being {@condition charmed}.", - "If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your blackguard level." + "type": "section", + "name": "Chapter 7: Equipment", + "entries": [ + "This chapter describes a variety of mundane, alchemical, and magic items that might be common in campaigns that prominently feature undead. Some function as weapons against the walking dead, while others serve the cause of undeath itself.", + { + "type": "section", + "name": "Magic Items", + "entries": [ + "Any world that includes a significant number of undead can be expected to develop a wide range of new magic items designed to interact with those creatures. Some are intended for combat, while others are more utilitarian in nature.", + { + "type": "entries", + "name": "Armor", + "entries": [ + "Made by the living, some magical armor is used to provide crucial defense against the attacks of undead creatures. However, necromancy magic can also be used to extract necromantic residues from undead creatures to craft undead armor. Despite its name, undead armor can be used by any creature that has the appropriate proficiencies.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Bonemail|LM}", + "{@item Day Armor|LM}", + "{@item Ghost Shroud|LM}", + "{@item Ghost Ward|LM}", + "{@item Ghoul Shell|LM}", + "{@item Shadow Veil|LM}", + "{@item Vampire Hide|LM}", + "{@item Wight Shield|LM}", + "{@item Wrapped Tower|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Bonemail", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Day Armor", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ghost Shroud", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ghost Ward", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ghoul Shell", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Shadow Veil", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Vampire Hide", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Wight Shield", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Wrapped Tower", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Weapons", + "entries": [ + "Some of the special weapons here are intended for the weapons of characters who fight undead, while others work best for weapons in the hands of the undead themselves.", + { + "type": "list", + "columns": 2, + "items": [ + "{@item Necrotic Focus|LM}", + "{@item Profane Weapon|LM}", + "{@item Sacred Weapon|LM}", + "{@item Vampire Killer|LM}", + "{@item Weapon of Ghost Striking|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Necrotic Focus", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Profane Weapon", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Sacred Weapon", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Vampire Killer", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Weapon of Ghost Striking", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Rods", + "entries": [ + "Magic rods contain unique effects and abilities. Some function as weapons, while others have no combat abilities beyond their magical properties. The four rods described here might all be found in a campaign that features undead.", + { + "type": "list", + "columns": 2, + "items": [ + "{@item Nightstick|LM}", + "{@item Rod of Defiance|LM}", + "{@item Rod of Undead Mastery|LM}", + "{@item Scepter of the Netherworld|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Nightstick", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Rod of Defiance", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Rod of Undead Mastery", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Scepter of the Netherworld", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Sentient Artifacts", + "entries": [ + "Each sentient artifact is part of a larger story, a slice of the world's history. An artifact's back story might be glorious or ignominious, uplifting or disheartening, portentous or rooted firmly in the past. Artifacts associated with death and the undying are just as common as any other kind.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Jet Black Ioun Stone|LM}", + "{@item Mirror of Secrets|LM}", + "{@item Orb of Light|LM}", + "{@item Silver Mask of Kas|LM}", + "{@item Soul Sword|LM}", + "{@item Tome of Shadow|LM}", + "{@item Von Zarovich Family Sword|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Jet Black Ioun Stone", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Mirror of Secrets", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Orb of Light", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Silver Mask of Kas", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Soul Sword", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Tome of Shadow", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Von Zarovich Family Sword", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Wondrous Items", + "entries": [ + "The assortment of miscellaneous items here runs the gamut of utility, from offensive tools to defensive protections to the purely utilitarian.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Cloak of Turn Resistance|LM}", + "{@item Ectoplasmic Ichor|LM}", + "{@item Globe of Sunlight|LM}", + "{@item Goggles of Day|LM}", + "{@item Goggles of Lifesight|LM}", + "{@item Husk Globe|LM}", + "{@item Instrument of the Damned|LM}", + "{@item Instrument of the Restful Soul|LM}", + "{@item Nycoptic Manuscripts|LM}", + "{@item Sunlight Lamp|LM}", + "{@item Unholy Shrouds|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Cloak of Turn Resistance", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ectoplasmic Ichor", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Globe of Sunlight", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Goggles of Day", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Goggles of Lifesight", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Husk Globe", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Instrument of the Damned", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Instrument of the Restful Soul", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Nycoptic Manuscripts", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Sunlight Lamp", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Unholy Shrouds", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Undead Grafts", + "entries": [ + "Undead grafts are formed of nonliving flesh attached to a still-living body, the results of vile experimentation by living necromancers and death priests seeking to become more like what they revere while remaining on this side of death.", + "Undead grafts follow the rules for magic items described in the {@i Dungeon Master's Guide}. To attune to an undead graft, you must remove an appropriate body part and replace it with the graft. For example, if the graft is a hand, you must lop off one of your hands at the wrist and the press the graft against the stump; if the graft is an eye, you must gouge out your own eye and press the graft into the empty socket. Once you have attuned to it, the graft becomes a functional replacement of the removed body part. If the graft is ever removed, your attunement to it immediately ends.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Atropal's Umbilical Cord|LM}", + "{@item Bodak's Eye|LM}", + "{@item Enervating Arm|LM}", + "{@item Ghostly Arm|LM}", + "{@item Ghoul Glove|LM}", + "{@item Insectoid Exoskeleton|LM}", + "{@item Lich's Brain|LM}", + "{@item Mohrg's Tongue|LM}", + "{@item Mummified Eye|LM}", + "{@item Mummified Hand|LM}", + "{@item Shadow Crus|LM}", + "{@item Undead Skin|LM}", + "{@item Vampiric Fangs|LM}", + "{@item Zombie Arm|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Atropal's Umbilical Cord", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Bodak's Eye", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Enervating Arm", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ghostly Arm", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ghoul Glove", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Insectoid Exoskeleton", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Lich's Brain", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Mohrg's Tongue", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Mummified Eye", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Mummified Hand", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Shadow Crus", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Undead Skin", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Vampiric Fangs", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Zombie Arm", + "source": "LM", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Mundane Items", + "entries": [ + "The nonmagical items in this section are particularly suited for characters who deal with undead on a regular basis (either as enemies or allies).", + { + "type": "entries", + "name": "Special Substances", + "entries": [ + "This section lists useful substances that interact with or otherwise involve undeath and undead creatures.", + { + "type": "list", + "columns": 2, + "items": [ + "{@item Brittlebone|LM}", + "{@item Embalming Fire|LM}", + "{@item Ghostoil|LM}", + "{@item Liquid Night|LM}", + "{@item Unholy Water|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Brittlebone", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Embalming Fire", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Ghostoil", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Liquid Night", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Unholy Water", + "source": "LM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Positoxins", + "entries": [ + "Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To fiends and undead, a positoxin functions much like a poison would to a humanoid.", + "Compared to a normal poison, a positoxin only works on fiends and undead, deals radiant damage instead of poison damage, and causes the target to become frightened of every other creature in place of the poisoned condition. Otherwise, a positoxin follows the same rules as a regular poison.", + "Any poison can be turned into a positoxin through a process that combines it with holy water. A positoxin made in this manner is worth 50% more gp than its base poison; you must use an amount of holy water equal to a fourth of the base poison's selling cost (half of its crafting price) in order to convert it to a positoxin. The new positoxin is identical to its base poison, except that it undergoes the changes listed above.", + "In addition, a selection of unique positoxins and their effects are listed below.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Bloodwine|LM}", + "{@item Boneshard Paste|LM}", + "{@item Celestial Essence|LM}", + "{@item Gravedust|LM}", + "{@item Lichbane|LM}", + "{@item Liquid Mortality|LM}", + "{@item Sunlight Oil|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Bloodwine", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Boneshard Paste", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Celestial Essence", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Gravedust", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Lichbane", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Liquid Mortality", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Sunlight Oil", + "source": "LM", + "collapsed": true + }, + { + "type": "variant", + "name": "Cheaper Poisons and Positoxins", + "entries": [ + "The prices listed for {@variantrule positoxins|LM} are based on the prices for the poisons in the {@book Dungeon Master's Guide|DMG}. However, in a setting that heavily involves assassinations and espionage, poisons might be more abundant and cheaper to make. In such a setting, you may wish to reduce the costs of all poisons and positoxins to half of their listed values. For the {@item Basic Poison (vial)|phb|basic poison} presented in the {@book Player's Handbook|PHB}, you can choose to reduce its cost to 20 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "Adventuring Gear", + "entries": [ + "While magic is often wielded during battles between the living and the dead, there is a variety of mundane equipment that can be used as well. Such equipment typically involves the use of holy water (or unholy water), or otherwise takes advantage of certain properties that undead are vulnerable to.", + { + "type": "list", + "columns": 2, + "items": [ + "{@item Holy Lamp|LM}", + "{@item Holy Water Sprinkler|LM}", + "{@item Priest's Bullet|LM}", + "{@item Slayer's Crossbow|LM}" + ] + }, + { + "type": "statblock", + "tag": "item", + "name": "Holy Lamp", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Holy Water Sprinkler", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Priest's Bullet", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "name": "Slayer's Crossbow", + "source": "LM", + "collapsed": true + } + ] + } + ] + } ] }, - "Once you use this feature, you can't use it again until you finish a long rest." + { + "type": "section", + "name": "Chapter 8: Spells", + "entries": [ + "This chapter presents an array of spells designed for use by characters and monsters alike. Some are used by those who would control or serve undead, others are used to oppose undead, and others are simply used by undead creatures themselves.", + { + "type": "section", + "name": "Usage", + "entries": [ + "Before diving into the spell descriptions, this section primes DMs for the use of these spells in their games.", + { + "type": "entries", + "name": "In Your Campaign", + "entries": [ + "These spells are all meant for player use. For each one, the classes that can access them were handpicked based on class balance and whether or not they would be appropriate for that class's theme. For instance, spells that channel positive energy are typically excluded from the wizard spell list, while powerful spells of 5th level or lower that would be overbearing or overpowered if spammed many times per day are excluded from the warlock spell list.", + "However, many of these spells work well in the hands of NPCs too, and may even function better when used by them. For example, {@spell ghoul light|LM} might be used throughout a lich's lair to prevent clerics from turning all of their minions, while {@spell field of ghouls|LM} can be used by enemy spellcasters to create hordes of unliving monsters for the party to fight. Some spells, such as {@i animate crawling claw|LM}, {@spell ghoul gauntlet|LM}, {@spell necrotic cyst|LM}, and {@spell plague of undead|LM}, can have a significant impact on the narrative by justifying the existence of certain monsters or by being a story element for the party to experience and deal with." + ] + }, + { + "type": "entries", + "name": "Summary", + "entries": [ + "The next section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Summary of Spells table below lists the new spells presented in this chapter, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.", + "If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YVi3Pct.png" + } + }, + { + "type": "table", + "caption": "Summary of Spells", + "colLabels": [ + "Level", + "Spell", + "School", + "Conc.", + "Ritual", + "Class" + ], + "colStyles": [ + "col-1 text-center", + "col-4", + "col-1", + "text-center col-1", + "text-center col-1", + "col-5" + ], + "rows": [ + [ + "0", + "{@spell Grave Bolt|LM}", + "Necromancy", + "No", + "No", + "Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Manipulate Corpse|LM}", + "Necromancy", + "No", + "No", + "Sorcerer, Warlock, Wizard" + ], + [ + "1st", + "{@spell Animate Crawling Claw|LM}", + "Necromancy", + "No", + "Yes", + "Warlock, Wizard" + ], + [ + "1st", + "{@spell Flesh Puppet|LM}", + "Necromancy", + "No", + "Yes", + "Warlock, Wizard" + ], + [ + "1st", + "{@spell Ghoul Light|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Wizard" + ], + [ + "1st", + "{@spell Venomous Smite|LM}", + "Evocation", + "Yes", + "No", + "Blackguard, Paladin" + ], + [ + "2nd", + "{@spell Ghastly Stench|LM}", + "Necromancy", + "Yes", + "No", + "Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Gravesight|LM}", + "Divination", + "Yes", + "Yes", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Weakening Aura|LM}", + "Necromancy", + "No", + "No", + "Bard, Blackguard, Cleric" + ], + [ + "2nd", + "{@spell Wither Limb|LM}", + "Necromancy", + "No", + "No", + "Bard, Blackguard, Sorcerer, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Withering Curse|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Clutch of Orcus|LM}", + "Necromancy", + "Yes", + "No", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Command Horde|LM}", + "Necromancy", + "Yes", + "No", + "Cleric, Wizard" + ], + [ + "3rd", + "{@spell Kiss of the Vampire|LM}", + "Enchantment", + "No", + "No", + "Bard, Cleric, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Lay Waste|LM}", + "Necromancy", + "Yes", + "No", + "Blackguard, Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Mourning Mist|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Wizard" + ], + [ + "3rd", + "{@spell Protection from Life and Death|LM}", + "Abjuration", + "Yes", + "No", + "Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard" + ], + [ + "3rd", + "{@spell Unholy Crusade|LM}", + "Necromancy", + "Yes", + "No", + "Blackguard, Warlock" + ], + [ + "3rd", + "{@spell Vampiric Smite|LM}", + "Necromancy", + "Yes", + "No", + "Blackguard, Paladin" + ], + [ + "4th", + "{@spell Consumptive Field|LM}", + "Necromancy", + "Yes", + "No", + "Blackguard, Sorcerer, Warlock, Wizard" + ], + [ + "4th", + "{@spell Energy Ebb|LM}", + "Necromancy", + "Yes", + "No", + "Cleric, Sorcerer, Wizard" + ], + [ + "4th", + "{@spell Tenebrous Phantasm|LM}", + "Illusion", + "Yes", + "No", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "5th", + "{@spell Avascular Mass|LM}", + "Necromancy", + "Yes", + "No", + "Sorcerer, Warlock, Wizard" + ], + [ + "5th", + "{@spell Ghoul Gauntlet|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Wizard" + ], + [ + "5th", + "{@spell Necrotic Cyst|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Wizard" + ], + [ + "5th", + "{@spell Wall of Pain|LM}", + "Necromancy", + "Yes", + "No", + "Blackguard, Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "6th", + "{@spell Animate Greater Undead|LM}", + "Necromancy", + "No", + "No", + "Warlock, Wizard" + ], + [ + "6th", + "{@spell Revive Undead|LM}", + "Necromancy", + "No", + "No", + "Cleric, Warlock, Wizard" + ], + [ + "6th", + "{@spell Sheltered Vitality|LM}", + "Abjuration", + "No", + "No", + "Bard, Cleric, Druid, Warlock" + ], + [ + "6th", + "{@spell Veil of Undeath|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Warlock" + ], + [ + "7th", + "{@spell Awaken Undead|LM}", + "Necromancy", + "No", + "No", + "Warlock" + ], + [ + "7th", + "{@spell Field of Ghouls|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Warlock" + ], + [ + "7th", + "{@spell Negative Energy Burst|LM}", + "Necromancy", + "No", + "No", + "Warlock, Wizard" + ], + [ + "8th", + "{@spell Bite of the King|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer" + ], + [ + "9th", + "{@spell Plague of Undead|LM}", + "Necromancy", + "No", + "No", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "9th", + "{@spell Unholy Union|LM}", + "Necromancy", + "No", + "No", + "Warlock" + ] + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Spell Descriptions", + "entries": [ + "The spells here are presented in alphabetical order.", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Animate Crawling Claw|LM}", + "{@spell Animate Greater Undead|LM}", + "{@spell Avascular Mass|LM}", + "{@spell Awaken Undead|LM}", + "{@spell Bite of the King|LM}", + "{@spell Clutch of Orcus|LM}", + "{@spell Command Horde|LM}", + "{@spell Consumptive Field|LM}", + "{@spell Energy Ebb|LM}", + "{@spell Field of Ghouls|LM}", + "{@spell Flesh Puppet|LM}", + "{@spell Ghastly Stench|LM}", + "{@spell Ghoul Gauntlet|LM}", + "{@spell Ghoul Light|LM}", + "{@spell Grave Bolt|LM}", + "{@spell Gravesight|LM}", + "{@spell Kiss of the Vampire|LM}", + "{@spell Lay Waste|LM}", + "{@spell Manipulate Corpse|LM}", + "{@spell Mourning Mist|LM}", + "{@spell Necrotic Cyst|LM}", + "{@spell Negative Energy Burst|LM}", + "{@spell Plague of Undead|LM}", + "{@spell Protection from Life and Death|LM}", + "{@spell Revive Undead|LM}", + "{@spell Sheltered Vitality|LM}", + "{@spell Tenebrous Phantasm|LM}", + "{@spell Unholy Crusade|LM}", + "{@spell Unholy Union|LM}", + "{@spell Vampiric Smite|LM}", + "{@spell Veil of Undeath|LM}", + "{@spell Venomous Smite|LM}", + "{@spell Wall of Pain|LM}", + "{@spell Weakening Aura|LM}", + "{@spell Wither Limb|LM}", + "{@spell Withering Curse|LM}" + ] + }, + { + "type": "statblock", + "tag": "spell", + "name": "Animate Crawling Claw", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Animate Greater Undead", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Avascular Mass", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Awaken Undead", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Bite of the King", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Clutch of Orcus", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Command Horde", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Consumptive Field", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Energy Ebb", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Field of Ghouls", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Flesh Puppet", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Ghastly Stench", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Ghoul Gauntlet", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Ghoul Light", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Grave Bolt", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Gravesight", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Kiss of the Vampire", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Lay Waste", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Manipulate Corpse", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Mourning Mist", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Necrotic Cyst", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Negative Energy Burst", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Plague of Undead", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Protection from Life and Death", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Revive Undead", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Sheltered Vitality", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Tenebrous Phantasm", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Unholy Crusade", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Unholy Union", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Vampiric Smite", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Veil of Undeath", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Venomous Smite", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Wall of Pain", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Weakening Aura", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Wither Limb", + "source": "LM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Withering Curse", + "source": "LM", + "collapsed": true + } + ] + } + ] + } ] - }, - { - "name": "Darkness Domain", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 1, - "entries": [ - "If the Light Domain represents the beauty and joy of day and the Twilight Domain the calm and serenity of dusk, then the Darkness Domain represents the full submersion into unknowable night. Upholding the ideals of nihilism, secrecy, and self-reliance, clerics of darkness often reject their pride and material desires and instead focus on the pursuit of training and self-improvement. Acknowledging their insignificance in this world and yet refusing to fade away completely, clerics of darkness typically act as assassins, mercenaries, monster hunters, vigilantes, gatekeepers of knowledge, and other professions typically seen as \"undesirable\" or beyond the threshold of normal society.", - "Evil deities such as Lolth, Tenebrous, and Zehir are most known for being gods of darkness, but gods of trickery, illusion, or death, such as Mask, Sehanine, and The Raven Queen, may also extend their influence to the Darkness Domain. On a rare occassion, even a god of light might take on clerics of darkness, drawing on the power of the divine shadow they cast to create servants that can operate effectively in corners of the world that traditional clerics of light would normally avoid.", - { - "type": "table", - "caption": "Darkness Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell arms of Hadar}, {@spell hex}" - ], - [ - "3rd", - "{@spell blindness/deafness}, {@spell darkness}" - ], - [ - "5th", - "{@spell fear}, {@spell vampiric touch}" - ], - [ - "7th", - "{@spell blight}, {@spell Evard's black tentacles}" - ], - [ - "9th", - "{@spell contagion}, {@spell enervation|XGE}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Pierce the Night|Cleric||Darkness|LM|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Rebuke the Light|Cleric||Darkness|LM|1" - } - ] - }, - { - "name": "Pierce the Night", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 1, - "header": 1, - "entries": [ - "{@i 1st-level Darkness Domain feature}", - "Your dread power allows you and your allies to see through the darkness. You have {@sense darkvision} out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.", - "As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your proficiency bonus. The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again." - ] - }, - { - "name": "Rebuke the Light", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 1, - "header": 1, - "entries": [ - "{@i 1st-level Darkness Domain feature}", - "You can rebuke attackers with the power of darkness. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. On a failed save, the creature is {@condition blinded} until the end of your next turn.", - "You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Channel Divinity: Shadow Purge", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 2, - "header": 2, - "consumes": { - "name": "Channel Divinity" - }, - "entries": [ - "{@i 2nd-level Darkness Domain feature}", - "You can use your Channel Divinity to harness darkness, banishing light and dealing necrotic damage to your foes.", - "As an action, you present your holy symbol, and any magical light sources within 30 feet of you are dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to {@damage 2d10} + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected." - ] - }, - { - "name": "Shadow Step", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 6, - "header": 2, - "entries": [ - "{@i 6th-level Darkness Domain feature}", - "You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Potent Spellcasting", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 8, - "header": 2, - "entries": [ - "{@i 8th-level Darkness Domain feature}", - "You add your Wisdom modifier to the damage you deal with any cleric cantrip." - ] - }, - { - "name": "Hungry Darkness", - "source": "LM", - "page": 105, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Darkness", - "subclassSource": "LM", - "level": 17, - "header": 2, - "entries": [ - "{@i 17th-level Darkness Domain feature}", - "You gain vitality from darkness itself. When you start your turn in dim light or darkness, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points." - ] - }, - { - "name": "Death's Chosen", - "source": "LM", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 3, - "entries": [ - "A death's chosen is a fighter that turns its back against life and the living. Tainted by dark powers, a death's chosen combines necromantic abilities with martial prowess in order to become elite, unholy warriors of evil. Many of these hateful fighters pledge their lives to the service of a dark god or powerful undead. Others simply fuel their dark powers via evil acts and spiteful behavior.", - { - "type": "refSubclassFeature", - "subclassFeature": "Dread Power|Fighter||Death's Chosen|LM|3" - } - ] - }, - { - "name": "Dread Power", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 3, - "header": 1, - "entries": [ - "{@i 3rd-level Death's Chosen feature}", - "A pit of negative energy festers within your soul. This energy is represented by your Negative Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various dread powers you have, which are detailed below.", - "Some of your powers expend the Negative Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Negative Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest.", - "When you reach certain levels in this class, the size of your Negative Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).", - "The powers below use your Negative Energy dice.", - { - "type": "options", - "style": "list-hang-notitle", - "entries": [ - { - "type": "refSubclassFeature", - "subclassFeature": "Annihilating Strike|Fighter|LM|Death's Chosen|LM|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Life Drain|Fighter|LM|Death's Chosen|LM|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Withering Rebuke|Fighter|LM|Death's Chosen|LM|3" - } - ] - } - ] - }, - { - "name": "Annihilating Strike", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "LM", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 3, - "consumes": { - "name": "Negative Energy Dice" - }, - "entries": [ - "You can empower your attacks with necrotic energy. Once on each of your turns, immediately after you damage a target within 30 feet of you with a weapon attack, you can expend one Negative Energy die, rolling it and dealing necrotic damage to the target equal to the number rolled plus your Charisma modifier." - ] - }, - { - "name": "Life Drain", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "LM", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 3, - "consumes": { - "name": "Negative Energy Dice" - }, - "entries": [ - "You gain vitality from the wounds of your enemies. When a hostile creature within 30 feet of you takes damage, you can use your reaction to expend one Negative Energy die, roll the die, and gain temporary hit points equal to the number rolled plus your Charisma modifier (minimum hit points of 1)." - ] - }, - { - "name": "Withering Rebuke", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "LM", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 3, - "entries": [ - "You curse those that would attack you or your allies. When you or another creature you can see within 30 feet of you takes damage from another creature within that range, you can use your reaction and expend one Negative Energy die to curse the target until the end of its next turn. During that time, whenever the target makes an attack roll or saving throw, you roll the Negative Energy die and subtract the number rolled from the total." - ] - }, - { - "name": "Unnatural Presence", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 7, - "header": 2, - "entries": [ - "{@i 7th-level Death's Chosen feature}", - "As a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest. In addition, you have mastered new ways to use your unholy powers, detailed below.", - { - "type": "options", - "style": "list-hang-notitle", - "entries": [ - { - "type": "refSubclassFeature", - "subclassFeature": "Beguiling Presence|Fighter|LM|Death's Chosen|LM|7" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Drain Aptitude|Fighter|LM|Death's Chosen|LM|7" - } - ] - } - ] - }, - { - "name": "Beguiling Presence", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "LM", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 7, - "entries": [ - "When you make a Charisma check, you can expend one Negative Energy die, rolling it and adding the result to the total." - ] - }, - { - "name": "Drain Aptitude", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "LM", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 7, - "entries": [ - "Whenever you use a Dread Power that targets a hostile creature, you steal some of the target's aptitude towards certain tasks. Until the end of your next turn, you gain a bonus to ability checks, while the target suffers a penalty to them; this bonus or penalty takes the form of the expended Negative Energy die, which you roll and add to or subtract from the check's total." - ] - }, - { - "name": "Vigor of the Chosen", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 10, - "header": 2, - "entries": [ - "{@i 10th-level Death's Chosen feature}", - "Your powers taint you to be more like the undead you consort with. You gain resistance to necrotic damage, and if damage reduces you to 0 hit points, you can 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, you drop to 1 hit point instead." - ] - }, - { - "name": "Negative Energy Aura", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 15, - "header": 2, - "entries": [ - "{@i 15th-level Death's Chosen feature}", - "You can surround yourself with a field of unholy energy. As a bonus action, you can create an aura out to a range of 10 feet from you that lasts for 1 minute or until you're {@condition incapacitated}. Within this aura, hostile creatures can't regain hit points, can't benefit from resistance to necrotic damage, and take necrotic damage equal to your Charisma modifier (minimum of 1) if they end their turn there.", - "Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Negative Energy die to take it again." - ] - }, - { - "name": "Immortal Servant", - "source": "LM", - "page": 106, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Death's Chosen", - "subclassSource": "LM", - "level": 18, - "header": 2, - "entries": [ - "{@i 18th-level Death's Chosen feature}", - "At 18th level, you gain the following benefits:", - { - "type": "list", - "items": [ - "You don't suffer from {@condition exhaustion|PHB}, and you no longer age.", - "You are immune to disease, necrotic and poison damage, and the {@condition poisoned} condition.", - "The range of your Negative Energy Aura increases to 30 feet." - ] - } - ] - }, - { - "name": "College of the Dirgesinger", - "source": "LM", - "page": 107, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Dirgesinger", - "subclassSource": "LM", - "level": 3, - "entries": [ - "Dirgesinger bards voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world.", - "Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence.", - "However, most dirgesingers do not belong to any special hierarchy or guild. Instead, they are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead, serving in the courts of vampire lords or lich-kings.", - { - "type": "refSubclassFeature", - "subclassFeature": "Veil of Sorrow|Bard||Dirgesinger|LM|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Dirgesong|Bard||Dirgesinger|LM|3" - } - ] - }, - { - "name": "Veil of Sorrow", - "entries": [ - "{@i 3rd-level College of the Dirgesinger feature}", - "You learn how to use negative emotions to defend your mind from further harm. You gain advantage on saving throws against being {@condition charmed} or {@condition frightened}. At 10th level, you also gain resistance to psychic damage." - ], - "source": "LM", - "page": 107, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Dirgesinger", - "subclassSource": "LM", - "level": 3, - "header": 1 - }, - { - "name": "Dirgesong", - "entries": [ - "{@i 3rd-level College of the Dirgesinger feature}", - "You also learn how to use your magic to inflict grief and sorrow upon your foes. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition frightened}." - ], - "source": "LM", - "page": 107, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Dirgesinger", - "subclassSource": "LM", - "level": 3, - "header": 1 - }, - { - "name": "Song of Awakening", - "source": "LM", - "page": 107, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Dirgesinger", - "subclassSource": "LM", - "level": 6, - "header": 2, - "entries": [ - "{@i 6th-level College of the Dirgesinger feature}", - "Your music has the ability to awaken a corpse and animate it. As an action, you can animate a dead beast or humanoid that is Small or Medium within 10 feet of you, causing it to stand up immediately as a {@creature zombie} with 1 hit point. It remains animate for 1 hour, after which time it collapses and dies.", - "In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.", - "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." - ] - }, - { - "name": "Infectious Grief", - "source": "LM", - "page": 107, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Dirgesinger", - "subclassSource": "LM", - "level": 14, - "header": 2, - "entries": [ - "{@i 14th-level College of the Dirgesinger feature}", - "When you play your Dirgesong, the negative emotions inflicted by it can now spread to someone else. When you use your Dirgesong ability, you can target one additional creature within 60 feet of you. The next time that creature makes an attack roll, ability check, or damage roll within the next minute, you can use your Dirgesong against it without expending your reaction or any uses of your Bardic Inspiration feature.", - "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." - ] - }, - { - "name": "The Dread Lord", - "source": "LM", - "page": 108, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dread Lord", - "subclassSource": "LM", - "level": 1, - "entries": [ - "You have made a pact with a malevolent being with power over death that spearheads legions of undead in their shambling march to battle. It might be a powerful undead warlord, such as a death knight or vampire warrior, or it might be a fearsome champion, deity, or demon lord, such as Kas, Orcus, Soth, or Vecna.", - "Regardless of its identity, the Dread Lord seeks to bring death and destruction to all planes of existence. It rules the living and the dead alike with an iron fist. Even if you are opposed to such a grim future, you wield the Dread Lord's power as your own, using it to further your own goals.", - { - "type": "entries", - "name": "Expanded Spell List", - "entries": [ - "The Dread Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", - { - "type": "table", - "caption": "Dread Lord Expanded Spells", - "colLabels": [ - "Spell Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell command}, {@spell inflict wounds}" - ], - [ - "2nd", - "{@spell blindness/deafness}, {@spell magic weapon}" - ], - [ - "3rd", - "{@spell phantom steed}, {@spell spirit guardians}" - ], - [ - "4th", - "{@spell phantasmal killer}, {@spell staggering smite}" - ], - [ - "5th", - "{@spell destructive wave}, {@spell dominate person}" - ] - ] - } - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Warlock||Dread Lord|LM|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Invoke Dread|Warlock||Dread Lord|LM|1" - } - ] - }, - { - "name": "Bonus Proficiencies", - "source": "LM", - "page": 108, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dread Lord", - "subclassSource": "LM", - "level": 1, - "header": 1, - "entries": [ - "{@i 1st-level Dread Lord feature}", - "You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons." - ] - }, - { - "name": "Invoke Dread", - "source": "LM", - "page": 108, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dread Lord", - "subclassSource": "LM", - "level": 1, - "header": 1, - "entries": [ - "{@i 1st-level Dread Lord feature}", - "When you hit a creature with a melee attack, or when you target a hostile creature within 30 feet of you with a spell of 1st level or higher, you can choose to assault the creature with magical menace. The target must make a Wisdom saving throw. On a failed save, the target is {@condition frightened} of you for 1 minute. If the frightened target ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw, ending the effect on a success.", - "Once you use this feature to successfully frighten a target, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Undead Servants", - "source": "LM", - "page": 108, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dread Lord", - "subclassSource": "LM", - "level": 6, - "header": 2, - "entries": [ - "{@i 6th-level Dread Lord feature}", - "You can use your dark power to animate the corpses of your foes. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately as a {@creature zombie} with 1 hit point. It remains animate for 1 hour, after which time it collapses and dies.", - "In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.", - "You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest." - ] - }, - { - "name": "Feed on Weakness", - "source": "LM", - "page": 108, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dread Lord", - "subclassSource": "LM", - "level": 10, - "header": 2, - "entries": [ - "{@i 10th-level Dread Lord feature}", - "When a hostile creature within 30 feet of you fails a saving throw, you can use your reaction to gain temporary hit points equal to half your warlock level." - ] - }, - { - "name": "Undead Army", - "source": "LM", - "page": 108, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dread Lord", - "subclassSource": "LM", - "level": 14, - "header": 2, - "entries": [ - "{@i 14th-level Dread Lord feature}", - "You have infinite uses of your Undead Servants feature. Each undead you create with that feature gains a bonus to its attack rolls and saving throws equal to your Charisma modifier (minimum of +1). Additionally, whenever you use Feed on Weakness, each undead ally within 30 feet of you also receives the same temporary hit points." - ] - }, - { - "name": "Circle of Twilight", - "source": "LM", - "page": 109, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Twilight", - "subclassSource": "LM", - "level": 2, - "entries": [ - "The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.", - "These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.", - { - "type": "entries", - "name": "Circle Spells", - "entries": [ - "Your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the {@spell spare the dying} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight Spells table.", - "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", - { - "type": "table", - "caption": "Circle of Twilight Spells Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell gentle repose}, {@spell lesser restoration}" - ], - [ - "5th", - "{@spell magic circle}, {@spell speak with dead}" - ], - [ - "7th", - "{@spell aura of life}, {@spell death ward}" - ], - [ - "9th", - "{@spell hallow}, {@spell mass cure wounds}" - ] - ] - } - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Harvest's Scythe|Druid||Twilight|LM|2" - } - ] - }, - { - "name": "Harvest's Scythe", - "source": "LM", - "page": 109, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Twilight", - "subclassSource": "LM", - "level": 2, - "header": 1, - "entries": [ - "{@i 2nd-level Circle of Twilight feature}", - "You learn to unravel and harvest the life energy of other creatures. You can augment your spells and other attacks to drain the life force from creatures. You have a pool of energy represented by a number of {@dice d10}s equal to your druid level.", - "When you roll damage for a spell or a melee attack while you are transformed by Wild Shape, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic or radiant damage (your choice). If you reduce one or more hostile creatures to 0 hit points with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.", - "You regain the expended dice when you finish a long rest." - ] - }, - { - "name": "Speech Beyond the Grave", - "source": "LM", - "page": 109, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Twilight", - "subclassSource": "LM", - "level": 6, - "header": 2, - "entries": [ - "{@i 6th-level Circle of Twilight feature}", - "You gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast {@spell speak with dead} without expending a spell slot or material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Watcher at the Threshold", - "source": "LM", - "page": 109, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Twilight", - "subclassSource": "LM", - "level": 10, - "header": 2, - "entries": [ - "{@i 10th-level Circle of Twilight feature}", - "You gain resistance to necrotic and radiant damage. In addition, while you aren't {@condition incapacitated}, allies within 30 feet of you gain the same damage resistances and have advantage on death saving throws." - ] - }, - { - "name": "Bountiful Harvest", - "source": "LM", - "page": 109, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Twilight", - "subclassSource": "LM", - "level": 14, - "header": 2, - "entries": [ - "{@i 14th-level Circle of Twilight feature}", - "The energy you harvest with your Harvest's Scythe can be reused against other foes. When you reduce one or more hostile creatures to 0 hit points with your Harvest's Scythe, you also gain two expended dice, or four expended dice if at least one of the slain creatures was undead. Additionally, when you damage an undead with your Harvest's Scythe, it also suffers disadvantage on the next saving throw it makes before the end of your next turn." - ] - }, - { - "name": "Paths of the Dead", - "source": "LM", - "page": 109, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Twilight", - "subclassSource": "LM", - "level": 14, - "header": 2, - "entries": [ - "{@i 14th-level Circle of Twilight feature}", - "Your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast {@spell etherealness}. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest." - ] - } - ], - "item": [ - { - "name": "Holy Lamp", - "source": "LM", - "page": 123, - "type": "G", - "value": 10000, - "rarity": "none", - "entries": [ - "A holy lamp is a special {@item hooded lantern|PHB} that is fueled by holy water instead of oil, allowing it to reveal the presence of nearby undead.", - "A holy lamp casts {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet. Once lit, it burns for 4 hours on a flask (1 pint) of {@item holy water (flask)|PHB|holy water}. As an action, you can lower the hood, reducing the light to {@quickref Vision and Light||2||dim light} in a 5-foot radius.", - "Within the range of the lamp's {@quickref Vision and Light||2||bright light}, undead can't benefit from being hidden or {@condition invisible}." - ] - }, - { - "name": "Holy Water Sprinkler", - "source": "LM", - "page": 123, - "baseItem": "maul|PHB", - "value": 5000, - "type": "M", - "rarity": "none", - "weight": 10, - "weaponCategory": "martial", - "property": [ - "H", - "2H" - ], - "dmg1": "2d6", - "dmgType": "B", - "entries": [ - "The oversized, hollow head of this heavy maul is actually a reservoir that can hold the contents of four flasks of {@item holy water (flask)|PHB|holy water}. When full, the reservoir has eight uses. Filling the reservoir requires an action.", - "When this maul is used to hit a creature, one use can be expended to release some of the holy water inside of it (no action required). If the target is a fiend or undead, it takes {@damage 1d6} radiant damage." - ] - }, - { - "name": "Priest's Bullet", - "source": "LM", - "page": 123, - "type": "A", - "value": 1200, - "rarity": "none", - "entries": [ - "These hollow glass sling bullets are filled with holy water. When they strike a target, they immediately shatter, dousing the target with half a pint of holy water and dealing {@dice 1d6} additional radiant damage to fiends and undead." - ] - }, - { - "name": "Slayer's Crossbow", - "source": "LM", - "page": 123, - "baseItem": "hand crossbow|PHB", - "rarity": "none", - "type": "R", - "value": 25000, - "weight": 3, - "weaponCategory": "martial", - "property": [ - "A", - "LD", - "V" - ], - "range": "30/120 or 80/320", - "dmg1": "1d6", - "dmg2": "1d8", - "dmgType": "P", - "entries": [ - "A slayer's crossbow is a special weapon that combines the properties of a hand crossbow, light crossbow, and climber's kit into one ultimate multi-tool. Its name comes the use of these crossbows, alongside silvered bullets and other special equipment, by monster slayers to raid vampire dens and lairs.", - "Slayer's crossbows (and the knowledge to craft them) can only usually be acquired from the reclusive monster hunters that are known for wielding them. The ability to purchase them or their crafting formula should generally only be unlocked after the party completes a short adventure of the slayers' choosing.", - "A slayer's crossbow is a martial ranged weapon. It deals {@damage 1d6} piercing damage on a hit and has the ammunition (30/120 ft.) and loading properties. It also has the following special properties:", - { - "type": "entries", - "name": "Grappling Hook", - "entries": [ - "As a bonus action, you can launch the crossbow's rope-tethered grappling hook and fire at a stationary object within its short range. Make an attack roll against the object; on a hit, if the bolt sufficiently pierces the object or otherwise wraps around it, you become anchored to it. If the anchoring object supports your weight, you can use the rope to swing or climb as you please. You can retract the hook at will (no action required), and you can repair a broken hook using tinkers' tools and appropriate materials as part of a long rest." - ] - }, - { - "type": "entries", - "name": "Versatile", - "entries": [ - "Through the use of springs and panels that can be compressed and released in an instant, this crossbow can be used with one or two hands. While wielded in two hands, the weapon has a damage die of {@dice 1d8}, and its range increases to 80/320 feet." - ] - } - ], - "ammoType": "crossbow bolt|phb" - }, - { - "name": "Gravedust", - "source": "LM", - "page": 123, - "type": "OTH", - "poison": true, - "rarity": "none", - "poisonTypes": [ - "contact" - ], - "dmg1": "Positoxin", - "value": 10000, - "entries": [ - "This gray-brown powder derives its name from its resemblance to the grime common to tombs and other long-enclosed areas.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must make a DC 10 Constitution saving throw, taking 9 ({@damage 2d8}) radiant damage on a failed save, or half as much damage on a successful one." - ] - }, - { - "name": "Lichbane", - "source": "LM", - "page": 123, - "type": "OTH", - "poison": true, - "rarity": "none", - "value": 100000, - "poisonTypes": [ - "injury" - ], - "dmg1": "Positoxin", - "entries": [ - "This bone-white unguent is dangerous to intelligent fiends and undead, such as liches and other spellcasters.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 15 Constitution saving throw or suffer disadvantage on ability checks and saving throws that use Intelligence, Wisdom, and Charisma for 1 hour." - ] - }, - { - "name": "Liquid Mortality", - "source": "LM", - "page": 123, - "type": "OTH", - "poison": true, - "rarity": "none", - "poisonTypes": [ - "injury" - ], - "dmg1": "Positoxin", - "value": 400000, - "entries": [ - "This potent oil is thought by most undead creatures to be mere myth.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must make a DC 19 Constitution saving throw, taking 49 ({@damage 14d6}) radiant damage on a failed save, or half as much damage on a successful one. If this damage leaves the creature with 30 hit points or fewer, the creature is immediately destroyed." - ] - }, - { - "name": "Sunlight Oil", - "source": "LM", - "page": 123, - "type": "OTH", - "poison": true, - "rarity": "none", - "poisonTypes": [ - "contact" - ], - "dmg1": "Positoxin", - "value": 200000, - "entries": [ - "This thin, slippery liquid seems to emit a soft glow, even in the absence of a light source.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must make a DC 15 Constitution saving throw, taking 24 ({@damage 7d6}) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes more sensitive to light for 1 hour. During this time, all light sources are treated as sunlight for the purpose of Sunlight Sensitivity and similar traits possessed by the target. If the creature has the Light Sensitivity trait, it is instead {@condition blinded} and {@condition incapacitated} for the same duration." - ] - }, - { - "name": "Bloodwine", - "source": "LM", - "page": 122, - "type": "OTH", - "poison": true, - "rarity": "none", - "poisonTypes": [ - "ingestion", - "injury" - ], - "dmg1": "Positoxin", - "value": 40000, - "entries": [ - "This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to vampires and other undead that are weak to garlic. Such creatures have disadvantage on saving throws against this positoxin.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 16 Constitution saving throw or take 3 ({@damage 1d6}) radiant damage and become {@condition frightened} of every other creature. The {@condition frightened} creature must repeat the saving throw every 24 hours, taking 3 ({@damage 1d6}) radiant damage on a failed save. Until this effect ends, the damage the positoxin deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally." - ] - }, - { - "name": "Boneshard Paste", - "source": "LM", - "page": 122, - "type": "OTH", - "poison": true, - "rarity": "none", - "poisonTypes": [ - "contact" - ], - "dmg1": "Positoxin", - "value": 30000, - "entries": [ - "This positoxin includes bone fragments in its recipe, giving it a pale color.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 13 Constitution saving throw or be {@condition frightened} of every other creature for 1 minute. The {@condition frightened} creature is {@condition stunned}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." - ] - }, - { - "name": "Celestial Essence", - "source": "LM", - "page": 122, - "type": "OTH", - "poison": true, - "rarity": "none", - "poisonTypes": [ - "injury" - ], - "dmg1": "Positoxin", - "value": 50000, - "entries": [ - "This viscous golden substance seems almost to shine with an inner radiance.", - "A fiend or undead subjected to this {@variantrule positoxins|LM|positoxin} must succeed on a DC 15 Constitution saving throw or take 10 ({@damage 3d6}) radiant damage and become {@condition frightened} of every other creature for 1 hour. The {@condition frightened} creature is {@condition blinded}." - ] - }, - { - "name": "Embalming Fire", - "source": "LM", - "page": 122, - "type": "G", - "value": 2500, - "rarity": "none", - "entries": [ - "This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie via normal means. Once animated, any creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage.", - "Spreading embalming fire over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks." - ] - }, - { - "name": "Ghostoil", - "source": "LM", - "page": 122, - "type": "G", - "value": 2500, - "rarity": "none", - "entries": [ - "This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When an action is used to apply it to a weapon, ghostoil allows the weapon to overcome the damage resistances and immunities of any creature with the Incorporeal Movement trait for the next 2 rounds." - ] - }, - { - "name": "Liquid Night", - "source": "LM", - "page": 122, - "type": "G", - "value": 5000, - "rarity": "none", - "entries": [ - "This dark, sticky fluid provides a light-sensitive creature with temporary protection from the sun's deadly rays. Once applied, the creature can ignore the drawbacks of the Sunlight Sensitivity or Light Sensitivity traits for 1 hour.", - "Spreading liquid night over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks." - ] - }, - { - "name": "Unholy Water", - "source": "LM", - "page": 122, - "type": "G", - "value": 2500, - "rarity": "none", - "entries": [ - "Unholy water is an evil variant of {@item holy water (flask)|PHB|holy water}. It deals necrotic damage instead of radiant damage, and it targets celestials and fey instead of fiends and undead.", - "Unholy water follows the same creation process as holy water and can be used as a substitute for any item or feature that requires it.", - "In addition, unholy water can be used to neutralize out an equivalent mass of holy water, causing both to turn into regular water." - ] - }, - { - "name": "Brittlebone", - "source": "LM", - "page": 121, - "type": "G", - "value": 2500, - "rarity": "none", - "entries": [ - "This unguent must be spread over a set of bones before animation as a {@creature skeleton|mm}. When the skeleton suffers a critical hit or is reduced to 0 hit points, the ointment causes its bones to splinter and fly apart, sending shards in all directions. Each creature within 5 feet of the skeleton takes piercing damage equal to the number of Hit Dice the skeleton has.", - "Spreading britlebone over a creature's bones requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks." - ] - }, - { - "name": "Mummified Eye", - "source": "LM", - "page": 121, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "rare", - "reqAttune": true, - "recharge": "dusk", - "rechargeAmount": "{@dice 1d4}", - "charges": 4, - "entries": [ - "This hard, round orb fits into an empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket.", - "This eye has 4 charges. It regains {@dice 1d4} charges daily at dusk.", - "As a bonus action, you can expend 1 charge and target one creature you can see within 60 feet of you. If the target can see this grafted eye, it must succeed on a DC 11 Wisdom saving throw against this magic or become {@condition frightened} until the end of your next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration." - ] - }, - { - "name": "Mummified Hand", - "source": "LM", - "page": 121, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "uncommon", - "reqAttune": true, - "entries": [ - "This withered hand is swathed in the remnants of funeral wrappings.", - "The hand is a natural melee weapon, which you can use to make unarmed strikes. On a hit, you deal bludgeoning or necrotic damage (your choice) equal to {@dice 1d4} + your Strength modifier.", - "In addition, you can use your bonus action to touch one creature within 5 feet of you with this hand. The target must succeed on a DC 12 Constitution saving throw or be cursed with a weaker form of a mummy rot for 1 hour. During this time, the target can't regain hit points, and it has disadvantage on death saving throws and on any ability check or saving throw that uses Strength or Constitution." - ] - }, - { - "name": "Shadow Crus", - "source": "LM", - "page": 121, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "rare", - "reqAttune": true, - "entries": [ - "This graft replaces your legs with an amorphous mass of shadowy wisps. You gain the following benefits while attuned to this item:", - { - "type": "list", - "items": [ - "You have advantage on ability checks and saving throws made to avoid being knocked {@condition prone} or {@condition grappled}, as well as those made to escape being {@condition grappled} or {@condition restrained}.", - "You don't leave behind any footprints or other tracks, and Wisdom ({@skill Perception}) checks made to hear your movement have disadvantage.", - "You gain a +5 bonus to Dexterity ({@skill Stealth}) checks made to hide while in {@quickref Vision and Light||2||dim light} or darkness." - ] - } - ] - }, - { - "name": "Undead Skin", - "source": "LM", - "page": 121, - "wondrous": true, - "dmg1": "Undead Graft", - "immune": [ - "poison" - ], - "rarity": "uncommon", - "reqAttune": true, - "entries": [ - "This mottled gray hide protects you against poison that would normally harm the living. You are immune to the {@condition poisoned} condition and have immunity to poison damage." - ] - }, - { - "name": "Vampiric Fangs", - "source": "LM", - "page": 121, - "rarity": "rare", - "wondrous": true, - "dmg1": "Undead Graft", - "reqAttune": true, - "entries": [ - "This set of sharp teeth replaces your existing teeth.", - "While attuned to these teeth, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals {@damage 1d4} piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.", - "In addition, you can use these fangs to drain blood from a humanoid that is {@condition grappled}, {@condition restrained}, or {@condition incapacitated}. As a bonus action, make an unarmed strike against the target using these fangs. On a hit, the target takes an additional {@damage 2d6} necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt." - ] - }, - { - "name": "Zombie Arm", - "source": "LM", - "page": 121, - "rarity": "uncommon", - "reqAttune": true, - "wondrous": true, - "dmg1": "Undead Graft", - "entries": [ - "A zombie arm is a perpetually rotting limb.", - "The arm is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning equal to {@dice 1d6} + your Strength modifier.", - "You also gain a +5 bonus to any Strength check that uses this arm. Additionally, at the start of each of your turns, any creature {@condition grappled} by this arm takes bludgeoning damage equal to your Strength modifier (minimum of 1)." - ] - }, - { - "name": "Ghostly Arm", - "source": "LM", - "page": 120, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "uncommon", - "reqAttune": true, - "entries": [ - "This gray, incorporeal arm can't be used to manipulate solid objects. However, it grants you the following benefits:", - { - "type": "list", - "items": [ - "The arm can move through other creatures and objects at half its normal speed.", - "You can use the arm to grapple any creature with the Incorporeal Movement trait, even if it would normally be immune to the {@condition grappled} condition. Howevever, you can't use the arm to grapple corporeal creatures that lack this trait.", - "Unarmed strikes made using the arm deal necrotic damage, instead of their normal damage type.", - "You can use the arm to interact with creatures and objects on the Ethereal Plane, as though it were corporeal, while you are on the Material Plane, and vice versa." - ] - } - ] - }, - { - "name": "Ghoul Glove", - "source": "LM", - "page": 120, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "rare", - "reqAttune": true, - "modifySpeed": { - "equal": { - "climb": "walk" - } - }, - "entries": [ - "This mottled glove replaces the skin on your hand and fuses with your own flesh, making your hand appear gaunt and rotting.", - "The glove is a natural melee weapon, which you can use to make unarmed strikes. You can add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this glove. It deals {@damage 2d4} slashing damage on a hit.", - "When you roll a 20 on an attack roll with this glove made against a creature other than an elf or undead, the target must also make a DC 10 Constitution saving throw. On a failed save, the target is {@condition paralyzed} until the end of its next turn.", - "In addition, you have a climbing speed equal to your walking speed as long as the hand that this glove is attached to can be used to climb." - ] - }, - { - "name": "Insectoid Exoskeleton", - "source": "LM", - "page": 120, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "very rare", - "reqAttune": true, - "bonusAc": "+1", - "entries": [ - "This armor replaces most of the skin on your chest and torso with a thick layer of insect-like bone. Spikes of bone protrude from six different locations along the exoskeleton.", - "You have a +1 bonus to AC while attuned to this exoskeleton.", - "In addition, you can use your bonus action to cause the spikes of bone on the exoskeleton to extend outwards, becoming 5-foot long appendages that have three joints each. While these appendages are extended, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands and legs free. You also gain a climbing speed equal to your walking speed. You can use this bonus action again on subsequent turns to retract these spikes of bone to their original length." - ] - }, - { - "name": "Lich's Brain", - "source": "LM", - "page": 120, - "rarity": "legendary", - "reqAttune": "by a spellcaster", - "reqAttuneTags": [ - { - "spellcasting": true - } - ], - "wondrous": true, - "dmg1": "Undead Graft", - "curse": true, - "sentient": true, - "bonusAc": "+3", - "bonusSavingThrow": "+3", - "entries": [ - "This detached brain is of a sickly and pale color, and still has bits of a spinal cord hanging off of it.", - "Unlike other grafts, a lich brain can be attached to your neck or skull, rather than replacing your brain.", - "While attuned to this brain, you gain the following benefits:", - { - "type": "list", - "items": [ - "You gain a +3 bonus to AC and saving throws.", - "You gain advantage on all Intelligence ({@skill Arcana}) checks.", - "Your Intelligence score increases by 2, to a maximum of 22.", - "You can use your action to regain one of your spell slots. After using this property, you can't use it again until the next dusk." - ] - }, - { - "type": "entries", - "name": "Spell Sharing", - "entries": [ - "If the lich brain is willing, it may share knowledge of one spell it knows with its owner for a short period. If you are of a level that can cast the spell, you automatically learn that spell or have it automatically prepared for the next 24 hours, even if that spell isn't on your class's spell list." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The esoteric knowledge granted by this graft comes at a cost. Most lich brains retain enough desires, thoughts, and memories from the original lich for it to be an extension of its evil will.", - "The lich brain is a sentient undead graft of any evil alignment with an Intelligence of 20, a Wisdom of 14, and a Charisma of 16. It has hearing and {@sense truesight} out to a range of 120 feet. The brain can speak, read, and understand Common and up to five other languages, and can communicate with its wielder telepathically. In addition, the brain learns the greatest desires of any creature that communicates telepathically with it.", - "While the brain's behavior depends on the personality of the original lich, a lich brain generally only provides knowledge or other aid if its owner commits an evil act, feeds it with useful knowledge, or otherwise provides it with something of equal value. If its demands are ignored, it may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - }, - { - "type": "entries", - "name": "Curse", - "entries": [ - "This brain is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the brain, keeping attuned to it at all times and opposing any efforts made to remove it. If your attunement to it ends, you suffer a -3 penalty to all attack rolls, ability checks, and saving throws for the next 72 hours." - ] - } - ] - }, - { - "name": "Mohrg's Tongue", - "source": "LM", - "page": 120, - "rarity": "very rare", - "wondrous": true, - "dmg1": "Undead Graft", - "reqAttune": true, - "entries": [ - "This long, cartilaginous tongue bears sharp claws at its tip.", - "While attuned to this tongue, you can use it as a natural weapon with the finesse and reach properties. The tongue deals slashing damage and has a damage die of {@dice 1d8}.", - "When you roll a 20 on an attack roll with this tongue made against a living creature, the target must also make a DC 15 Constitution saving throw. On a failed save, the target is {@condition paralyzed} until the end of its next turn.", - "In addition, you can use the tongue to climb or to hold objects. The tongue grants you a climbing speed equal to your walking speed, and you can use it to wield any item that you could normally hold with one hand, other than a weapon or a shield." - ] - }, - { - "name": "Bodak's Eye", - "source": "LM", - "page": 119, - "rarity": "legendary", - "reqAttune": true, - "wondrous": true, - "dmg1": "Undead Graft", - "recharge": "dusk", - "rechargeAmount": "{@dice 1d4}", - "charges": 4, - "entries": [ - "This white, empty eye fits into an empty eye socket and appears to be devoid of any moisture or movement.", - "This eye has 4 charges. It regains {@dice 1d4} charges daily at dusk.", - "As an action, you can expend 1 charge and target one creature you can see within 30 feet of you. If the target can see this grafted eye and has fewer than 50 hit points, it must succeed on a DC 13 Constitution saving throw or be reduced to 0 hit points, unless it is immune to the {@condition frightened} condition or has legendary actions." - ] - }, - { - "name": "Enervating Arm", - "source": "LM", - "page": 119, - "wondrous": true, - "dmg1": "Undead Graft", - "rarity": "very rare", - "reqAttune": true, - "entries": [ - "An enervating arm is a gaunt limb of desiccated, leathery flesh.", - "You can use a bonus action to cast the {@spell vampiric touch} spell (save DC 15) through the arm, no {@status concentration} required. Until the spell ends, you can make the attack again on each of your turns as a bonus action.", - "When you hit a creature with an attack from a {@spell vampiric touch} spell, you can cause the creature to also suffer one level of {@condition exhaustion|BEG}. Once used, this {@condition exhaustion|BEG} property can't be used again until the next dusk." - ], - "attachedSpells": [ - "vampiric touch" - ] - }, - { - "name": "Atropal's Umbilical Cord", - "source": "LM", - "wondrous": true, - "dmg1": "Undead Graft", - "page": 119, - "immune": [ - "necrotic", - "poison" - ], - "rarity": "legendary", - "reqAttune": true, - "curse": true, - "entries": [ - "Unlike a normal umbilical cord, this shriveled tube of rotten flesh can replace one of your limbs, your lower jaw, or one of your eyes. The cord extends out from your body and floats in the air, and appears to trail off into nothing.", - "If you are struck by a vorpal sword, the wielder can cut the umbilical cord instead of dealing damage. If your umbilical cord is cut, your attunement to it ends as normal, and you also take {@damage 8d8} necrotic damage, which can't be reduced or prevented in any way.", - "The cord grants you gain the following benefits:", - { - "type": "list", - "items": [ - "You are immune to necrotic damage, {@condition exhaustion|BEG}, and poison.", - "You don't require air, food, drink, or sleep.", - "As a bonus action, you can activate or deactivate an aura out to a range of 30 feet. In the aura, creatures can't regain hit points, and they take {@damage 3d6} necrotic damage at the start of each of your turns.", - "As an action, you can summon a {@creature wraith} which materializes within 30 feet of you in an unoccupied space you can see. The wraith obeys your verbal commands to the best of its ability. The wraith vanishes after 1 hour, when it drops to 0 hit points, or when you die. Once used, this summoning property can't be used again until the next dusk." - ] - }, - { - "type": "entries", - "name": "Curse", - "entries": [ - "The cord's direct connection to the Negative Energy Plane causes you to become cursed when you attune to it. As long as you remain cursed, you are unwilling to part with the cord, and you suffer the following drawbacks:", - { - "type": "list", - "items": [ - "At times when you are sleeping or distracted, you can be caught uttering obscene nonsense in the Celestial language.", - "You are treated as an undead creature for the purpose of features and effects that detect, target, or exclude them. However, you can't be instantly destroyed by a cleric's Turn Undead feature.", - "If you lose a body part, the cord causes the missing part to regrow over the course of 1 hour. However, the regrown part is atrophied and composed of dead flesh, causing it to be dysfunctional unless cured by a {@spell greater restoration} spell or similar magic.", - "If you die, the umbilical cord ruptures into a portal to the Negative Energy Plane and is destroyed. A {@creature nightwalker|mtf} then emerges from the portal on initiative count 20 of the next round." - ] - } - ] - } - ] - }, - { - "name": "Unholy Shrouds", - "source": "LM", - "page": 119, - "rarity": "varies", - "wondrous": true, - "entries": [ - "These shrouds look like ordinary funerary wrappings for dead bodies and are often decorated with symbols and icons representing the dead rising.", - "If you wrap the body of a dead humanoid in the shrouds over the course of 10 minutes, and the command word spoken, it returns as an undead creature, and the shrouds turn to dust. The undead is {@condition charmed} by you for 24 hours or until you or your companions do anything harmful to it. When the {@condition charmed} condition ends, the undead chooses whether to remain friendly to you, based on its capacity for intelligent thought and how you treated it while it was {@condition charmed}.", - "The type of undead the creature is raised as is determined by the shrouds' rarity, as detailed below.", - { - "type": "entries", - "name": "Basic Shrouds (Common)", - "entries": [ - "The creature rises as a {@creature ghoul} or {@creature specter} (your choice)." - ] - }, - { - "type": "entries", - "name": "Lesser Shrouds (Uncommon)", - "entries": [ - "The creature rises as a creature {@creature ghast|mm} or {@creature poltergeist|mm} ghast (your choice)." - ] - }, - { - "type": "entries", - "name": "Normal Shrouds (Rare)", - "entries": [ - "The creature rises as a {@creature mummy|mm} or {@creature wight|mm} (your choice)." - ] - }, - { - "type": "entries", - "name": "Greater Shrouds (Very Rare)", - "entries": [ - "The creature rises as a {@creature wraith|mm} or {@creature vampire spawn|mm} (your choice)." - ] - }, - { - "type": "entries", - "name": "Legendary Shrouds (Legendary)", - "entries": [ - "The creature rises as a {@creature vampire|mm}." - ] - }, - { - "type": "entries", - "name": "Mythic Shrouds (Artifact)", - "entries": [ - "The creature rises as a {@creature lich|mm}." - ] - } - ], - "__prop": "itemGroup" - }, - { - "name": "Cloak of Turn Resistance", - "source": "LM", - "page": 118, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This unholy item surrounds any undead that wears it with a halo of shadows.", - "While wearing this cloak, you have advantage on saving throws against effects that turn undead." - ] - }, - { - "name": "Ectoplasmic Ichor", - "source": "LM", - "page": 118, - "type": "P", - "rarity": "common", - "entries": [ - "This thick, translucent paste emits a soft green glow when held up to the light.", - "As an action, you can spread this ichor across a Medium or smaller object. For 10 minutes, any creature with the Incorporeal Movement trait can't move through the object, and must interact with it as though it were a corporeal creature." - ] - }, - { - "name": "Globe of Sunlight", - "source": "LM", - "page": 118, - "rarity": "legendary", - "wondrous": true, - "entries": [ - "This golden fist-sized orb contains a sphere of pure sunlight at its center.", - "The globe sheds bright sunlight in a 30-foot radius and dim sunlight for an additional 30 feet.", - "As an action, the globe can be hurled up to 50 feet. It shatters on impact, releasing a {@spell sunburst} spell centered on the point of impact (spell save DC 18)." - ] - }, - { - "name": "Goggles of Day", - "source": "LM", - "page": 118, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "The lenses of this item are made of silvered crystal.", - "While wearing these goggles, you have advantage on saving throws against effects that deal radiant damage or cause you to be {@condition blinded}." - ] - }, - { - "name": "Goggles of Lifesight", - "source": "LM", - "page": 118, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "The lenses of this item glow with a soft white light.", - "While wearing these goggles, you automatically know whether a creature you see within 30 feet of you is alive, dead, undead, or neither alive nor dead (such as a construct)." - ] - }, - { - "name": "Husk Globe", - "source": "LM", - "page": 118, - "rarity": "very rare", - "wondrous": true, - "entries": [ - "The bodies of humanoid creatures sacrificed according to special rituals of necromancy can be placed in large globes of glass or crystal, so they remain perfectly preserved and on display indefinitely.", - "You can run a hand across the surface of the globe and command the occupant to speak. If you use the occupant's correct name, the globe activates, and you can ask the occupant up to ten questions.", - "You receive a brief telepathic answer for each question, which you can understand regardless of the language used. The occupant knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.", - "Instead of asking a question, you can choose to give the occupant new information that it may not have known during life. The occupant remembers this information and can use it to answer questions in the future.", - "Once all ten questions have been answered, the globe deactivates, and it can't be activated again until 7 days have passed." - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/WaPjSWv.png" - } - } - ] - } - }, - { - "name": "Instrument of the Damned", - "source": "LM", - "page": 118, - "rarity": "rare", - "reqAttune": "by a bard", - "reqAttuneTags": [ - { - "class": "bard" - } - ], - "wondrous": true, - "entries": [ - "When played, this instrument helps to bolster undead against harmful effects.", - "You can use an action to play this instrument and to target any number of undead you can see within 60 feet of you. If the undead can hear you, they gain advantage on all saving throws until the end of your next turn." - ] - }, - { - "name": "Instrument of the Restful Soul", - "source": "LM", - "page": 118, - "rarity": "very rare", - "reqAttune": "by a bard", - "reqAttuneTags": [ - { - "class": "bard" - } - ], - "wondrous": true, - "entries": [ - "When played, this instrument weakens the ability of undead creatures to resist harmful effects.", - "You can use an action to play this instrument and to target any number of undead you can see within 60 feet of you. If the undead can hear you, they suffer disadvantage on all saving throws until the end of your next turn." - ] - }, - { - "name": "Nycoptic Manuscripts", - "source": "LM", - "page": 118, - "rarity": "rare", - "wondrous": true, - "entries": [ - "These twin papyrus scrolls are inscribed with ancient tales and cryptic prophecies by an anonymous, almost-certainly insane author. Despite their dubious accuracy, the manuscripts contain many useful descriptions of magic associated with the school of necromancy.", - "You can reference the manuscripts whenever you make an Intelligence check to recall information about death or necromancy. When you do so, double your proficiency bonus on that check.", - "In addition, you can use the manuscripts as a spellcasting focus. When you cast a damaging spell, you can use these manuscripts to change the damage type to necrotic damage." - ] - }, - { - "name": "Sunlight Lamp", - "source": "LM", - "page": 118, - "rarity": "rare", - "wondrous": true, - "entries": [ - "A sunlight lamp is a special bullseye lantern that emits undead-harming sunlight.", - "A sunlight lamp casts {@quickref Vision and Light||2||bright light} in a 60-foot cone and {@quickref Vision and Light||2||dim light} for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", - "The light emitted by the lamp is sunlight. Additionally, undead that end their turn within the lamp's {@quickref Vision and Light||2||bright light} suffer disadvantage on all attack rolls and ability checks until the end of their next turn.", - "In addition, you can use the lamp as a spellcasting focus. When you cast a damaging spell, you can use the sunlight lamp to change the damage type to radiant damage." - ] - }, - { - "name": "Von Zarovich Family Sword", - "source": "LM", - "page": 117, - "baseItem": "longsword|PHB", - "type": "M", - "rarity": "artifact", - "reqAttune": true, - "sentient": true, - "weight": 3, - "weaponCategory": "martial", - "property": [ - "V" - ], - "dmg1": "1d8", - "dmgType": "S", - "dmg2": "1d10", - "bonusWeapon": "+3", - "critThreshold": 19, - "entries": [ - "{@i Commissioned by Count Strahd, this weapon is the family sword of the von Zarovich clan, symbol of its sovereign rule over Barovia.}", - "Long ago, the vampire lord Count Strahd von Zarovich commissioned a weapon from a crafter known only as the Alchemist. Impatient with the work, the count infected the Alchemist with vampirism to give him the proper strength, endurance, and insight with which to create a sword fit for the von Zarovich family.", - "Strahd found the sword so perfect that he used it to decapitate the Alchemist\u2014the man would never again create a work of its equal. The Alchemist's life force was infused into the Sword. Far more than a mere weapon, it became an entity unto itself.", - "Strahd might have placed the Sword in the tomb of his brother Sergei as repayment for his murder, or perhaps he gave it to Tatyana, his unrequited love. However it came to be, at some point the Sword left the land of Barovia.", - "The Sword is well aware of its heritage and the powerful icon it represents for both the von Zarovich clan and Barovia as a nation. The weapon draws strength from its own vampiric nature, equating its hunger with a need to spread the family's honor. It demands an owner who respects these needs.", - "The Sword is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra {@damage 2d10} slashing damage to celestials, clerics, paladins, and other divine servants.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Sword has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", - "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Feed", - "entries": [ - "Whenever you use it to reduce a creature to 0 hit points, the Sword can choose to feast on its blood (only if it has any). When it does so, you regain {@dice 4d8} hit points, and any excess healing is granted as temporary hit points. Your speed is then doubled until the end of your next turn, and you gain advantage on all attack rolls, ability checks, and saving throws for the same duration." - ] - }, - { - "type": "entries", - "name": "Vampiric Traits", - "entries": [ - "The Sword makes you more akin to a vampire. You gain the following traits:" - ] - }, - { - "type": "entries", - "name": "Flight of Night", - "entries": [ - "As a bonus action, you can grant yourself a climbing and flying speed equal to your walking speed until the end of the turn; for the same duration, you can also move across any liquid surface as if it were harmless solid ground. You fall if you end your turn in the air and nothing else is holding you aloft." - ] - }, - { - "type": "entries", - "name": "Shadowy Presence", - "entries": [ - "You do not cast a reflection, and you gain a +5 bonus to Dexterity ({@skill Stealth}) checks made in {@quickref Vision and Light||2||dim light} or darkness." - ] - }, - { - "type": "entries", - "name": "Vampiric Sight", - "entries": [ - "You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You can also see {@condition invisible} creatures and objects within 30 feet of you as if they were visible." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Sword, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell eyebite}, {@spell fear}, {@spell gaseous form}, and {@spell hex}." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Sword is a sentient lawful evil item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet. The Orb communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The von Zarovich Family Sword presents itself as a dignified, haughty servant of the von Zarovich family. It soon becomes apparent, however, that it believes itself to be a pure, symbolic embodiment of the von Zarovich family name. The Sword communicates silently with its owner, often lecturing on all that the family has done and all that the owner needs to achieve to live up to the family's name. Only if the Sword has not fed for some time does its personality change, offering shrill critiques and complaints that its thirst essentially serves as an insult to the entire von Zarovich family.", - "Beyond advancing the von Zarovich name and influence, the Sword has the following goals:", - { - "type": "list", - "items": [ - "Slay the living, especially clerics, and rule the night.", - "Feast on the blood of the von Zarovich's enemies.", - "Be wielded by a powerful and noble warrior." - ] - }, - "If its goals are ignored, or if its owner knowingly assaults a member of the von Zarovich family, the Sword may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "eyebite", - "fear", - "gaseous form", - "hex" - ] - }, - { - "name": "Tome of Shadow", - "source": "LM", - "page": 116, - "rarity": "artifact", - "reqAttune": true, - "wondrous": true, - "sentient": true, - "bonusSpellAttack": "+3", - "entries": [ - "{@i This thick volume is bound in a dark hide etched with elaborate silver symbols. The stretched-skin pages and tightly scrawled writing are bathed in shadow, even under the brightest light.}", - "Maikedhon was a mage living in the Shadowfell during the time of the secret pact between the worshipers of Vecna and Zehir (see the {@item Mirror of Secrets|LM} item). He created a number of artifacts related to shadows and shadow creatures, the most important of which was a great magic tome. The battle between the sects of the secret pact that swallowed Trebarra Kan also opened a portal to Maikedhon's tower, sucking his items into the world.", - "Maikedhon's items came into the possession of some survivors from the pact who were obsessed by shadow. They eventually met up with the shadowmage, returning his book in exchange for being tutored in shadow magic. Together, the arcanists tested the limits of the medium, exploring the depths of the Shadowfell. The students of shadow were eventually lost in a deep abyss in the Shadowfell, but the book was later discovered near the opening of the chasm. It did not last long in the hands of its new owner, however; the book finds ways to get rid of a wielder who does not meet its expectations. Over the years, it has appeared intermittently in the hands of a gnome merchant, a drow battle mage, and a human princess, but now it is once again lost.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Tome has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", - "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Shadow Blink", - "entries": [ - "The Tome allows you to teleport by using the Shadowfell as a brief shortcut. As a bonus action, or as a reaction after you are hit with a melee attack, you can teleport up to 30 feet to an unoccupied space you can see." - ] - }, - { - "type": "entries", - "name": "Shadowfell Reference", - "entries": [ - "You can reference the Tome whenever you make an Intelligence check to discern information about the Shadowfell. When you do so, you can add double your proficiency bonus to the check." - ] - }, - { - "type": "entries", - "name": "Shadow Tome", - "entries": [ - "You can use the Tome as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. When you cast a damaging spell, you can also use the tome to change the damage type to necrotic damage. Additionally, you can use the Tome as a spellbook for your wizard spells (if any), as a ritual book for the {@feat Ritual Caster} feat, and as a Book of Shadows for the Pact of the Tome warlock feature." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Tome, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell bestow curse}, {@spell creation}, {@spell Evard's black tentacles}, {@spell eyebite}, {@spell inflict wounds} (3rd level), {@spell ray of enfeeblement}, and {@spell shadow of moil|XGE}." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Tome is a sentient neutral evil item with an Intelligence of 22, a Wisdom of 16, and a Charisma of 21. It has hearing and {@sense darkvision} out to a range of 120 feet. The Tome communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The Tome does not tolerate incompetence and becomes incensed if it feels that its goals are being ignored. The Tome communicates telepathically, speaking in short, clipped sentences, never wasting a word. It finds waste disdainful and criticizes an owner who fails to fully utilize the tools available to them.", - "The Tome has the following goals:", - { - "type": "list", - "items": [ - "Learn all there is to know about the Shadowfell.", - "Find secret planar portals to the Shadowfell.", - "Make sure that the tome is not found by agents of the Mirror of Secrets." - ] - }, - "If its goals are ignored, the Tome may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "bestow curse", - "creation", - "Evard's black tentacles", - "eyebite", - "inflict wounds", - "ray of enfeeblement", - "shadow of moil|xge" - ] - }, - { - "name": "Soul Sword", - "source": "LM", - "page": 116, - "baseItem": "greatsword|PHB", - "type": "M", - "rarity": "artifact", - "reqAttune": true, - "sentient": true, - "weight": 6, - "weaponCategory": "martial", - "property": [ - "H", - "2H" - ], - "dmg1": "2d6", - "dmgType": "S", - "bonusWeapon": "+3", - "critThreshold": 19, - "entries": [ - "{@i This artifact is a flawlessly crafted, weighty two-handed weapon that shines with its own internal light. The opal pommel stone shines or grows dull depending on the sword's mood.}", - "Thousands of years ago, the empire of Kortaja stood as a beacon of the divine. Toward the end of that civilization, the glass citadel and its deific armies were besieged by primordial forces. Kortaja's secret weapon was a set of seven fabled swords forged by the dwarf kings and wielded by the empire's seven greatest generals. In the last battle, six of the seven swords were shattered by the blast from a magic, primordial trumpet. The seventh weapon was lost in time. Deific servants have been searching for it for millennia.", - "The Sword is a magic, sentient greatsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra {@damage 2d10} radiant damage to fiends and undead.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Sword has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Holy Avenger", - "entries": [ - "While you hold the drawn Sword, it creates an aura in a 15-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. The radius of the aura increases to 30 feet if you are a paladin, and increases again to 45 feet if you have 17 or more levels in the paladin class." - ] - }, - { - "type": "entries", - "name": "Reveal Truth", - "entries": [ - "The divine power of the Sword opposes all forms of deceit and duplicity, granting you {@sense truesight} out to a range of 30 feet." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Sword, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell aura of life}, {@spell blinding smite}, {@spell crusader's mantle}, and {@spell detect evil and good}." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Sword is a sentient lawful good item with an Intelligence of 16, a Wisdom of 22, and a Charisma of 18. It has hearing and {@sense darkvision} out to a range of 120 feet. The Sword communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The Soul Sword communicates telepathically with its wielder, expressing its desires calmly and respectfully. It makes clear that it will defy and counter inappropriate behavior on the part of its owner. The Sword is happy if the goals of its wielder lead toward challenging deceit, especially that caused by undead creatures, and searching for remnants of Kortaja. It is obsessive about this, but does not push hard unless its wielder is being negligent.", - "The Sword has the following goals:", - { - "type": "list", - "items": [ - "Destroy all undead.", - "Challenge deviousness wherever encountered.", - "Find remnants of ancient Kortaja. This activity includes but is not limited to repairing lost artifacts, searching out ancient dragons who knew of the empire, and excavating ruins." - ] - }, - "If its goals are ignored, or if its owner commits acts of evil or treachery, the Sword may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "aura of life", - "blinding smite", - "crusader's mantle", - "detect evil and good" - ] - }, - { - "name": "Silver Mask of Kas", - "source": "LM", - "page": 115, - "rarity": "artifact", - "reqAttune": true, - "wondrous": true, - "sentient": true, - "entries": [ - "{@i This solid silver mask is fashioned in the form of a fanged skull. It was originally forged for the exarch Kas by his overlord Vecna.}", - "In a time long past, {@creature Vecna|LM} corrupted the blood of a deva and used it to craft a powerful mask that could aid {@creature Kas|LM} in his duties as the Bloody Handed. Imbued with a powerful sentience, the Mask was made to compliment Kas's martial prowess by supplementing his diplomatic and tactical skills. However, the Mask also had a secondary purpose: it enabled Vecna to magically scry Kas and see through the Mask's eyes, allowing him to personally view his warlord's battles and conquests. One apocryphal tale claims that Vecna also used this scrying function to watch for any signs of betrayal, and that Kas's discovery of this ability helped convince him to betray his master and take the throne for himself.", - "In any case, Kas abandoned the Mask and placed it an unknown vault some time before his fateful battle with Vecna. If found, its sentience still serves the will of Kas, but the scrying magic that remains in still allows The Whispered One to spy on its wielder wherever it goes.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Mask has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", - "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Mental Defenses", - "entries": [ - "The Mask defends your mind against external attacks, granting you resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws." - ] - }, - { - "type": "entries", - "name": "Warlord's Diplomacy", - "entries": [ - "The Mask subconsciously aids you in your social endeavors, granting you advantage on all Charisma checks." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Mask, you can cast the following spells once per dusk each (spell save DC 17), requiring no material components: {@spell bless} (5th level), {@spell command} (5th level), {@spell dominate person}, and {@spell mass suggestion}." - ] - }, - { - "type": "entries", - "name": "Vecna's Sight", - "entries": [ - "This property is not detected by the {@spell identify} spell, and the Mask's sentience is unaware of it and incapable of controlling it. Once per day, Vecna can cast {@spell scrying} on the Mask's wearer. When he does so, he needn't be on the same plane of existence, and the target makes the saving throw with disadvantage." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Mask is a sentient neutral evil item with an Intelligence of 18, a Wisdom of 24, and a Charisma of 23. It has hearing and {@sense darkvision} out to a range of 120 feet. The Mask communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The Mask is a soft-spoken tempter. Instead of ordering or begging its possessor to perform an action, it offers quiet suggestions that help both the owner and the item's agenda. Sometimes it whispers into the owner's ear; at other times, its thoughts manifest in its possessor's mind and are indistinguishable from naturally occurring ones. The owner also has regular dreams revealing the power and glory attainable if the Mask's directions are followed. The artifact is especially eager to suggest that its possessor betray any fellows and aid the undead against the living.", - "The Mask has the following goals:", - { - "type": "list", - "items": [ - "Aid the undead against the living.", - "Gain followers of Kas.", - "Convince noble warriors that personal power and advancement are the most important goals." - ] - }, - "If its goals are ignored, the Mask may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "scrying", - "bless", - "command", - "dominate person", - "mass suggestion" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/l44U0nj.png" - } - } - ] - } - }, - { - "name": "Orb of Light", - "source": "LM", - "page": 114, - "rarity": "artifact", - "reqAttune": true, - "wondrous": true, - "sentient": true, - "bonusSpellAttack": "+3", - "entries": [ - "{@i The Orb of Light appears to be a large and faintly glowing white pearl. A closer look reveals the faint wisps of an angelic figure in an unknown land.}", - "The Orb of Light is the last remnant of a dead god slain by {@creature Tenebrous|LM}. Annihilated by the undead god using the power of the Last Word, this deity shed their divine spark at the last moment and entrusted their last remaining followers to keep it safe. Sealed within a magical sphere and embued with the ability to communicate, this newly created Orb of Light is now the best defense against Orcus and his minions, as well as the unliving celestial abomination created from this deity's corpse that now roams and terrorizes the planes.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Orb has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Aura of Light", - "entries": [ - "The Orb emits {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet. The light is sunlight. You can use a bonus action to expand or reduce its radius of bright and {@quickref Vision and Light||2||dim light} by 10 feet each, to a maximum of 60 feet each or a minimum of 10 feet each.", - "Within the range of the {@quickref Vision and Light||2||bright light}, saving throws made against effects that turn undead have disadvantage, and undead can't benefit from resistance to radiant damage. Whenever they do take radiant damage, the Orb adds an additional {@damage 2d10} damage to the roll. Similarly, living creatures in the {@quickref Vision and Light||2||bright light} have resistance to necrotic damage and advantage on saving throws against effects that deal necrotic damage." - ] - }, - { - "type": "entries", - "name": "Spell Focus", - "entries": [ - "You can use the Orb as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. Additionally, when you cast a damaging spell, you can use the Orb to can change the damage type to radiant damage." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Orb, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell aura of purity}, {@spell blinding smite}, {@spell daylight}, {@spell heroism}, {@spell moonbeam}, {@spell sanctuary}, and {@spell sunbeam}." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Orb is a sentient neutral good item with an Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It has hearing and {@sense darkvision} out to a range of 120 feet. The Orb communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The Orb of Light rarely speaks to its owner. Instead, it sends the possessor emotions and, on occasion, inspirational images. Before a particularly dangerous and difficult battle against the undead, it might help its wielder feel less afraid by revealing a brief vision of all the people whose lives will be saved if the monsters are vanquished.", - "The Orb has the following goals:", - { - "type": "list", - "items": [ - "Destroy the undead, which are abominations on the earth.", - "Protect the living from the depredations of the undead.", - "Defeat the plans of Orcus and his allies and servants." - ] - }, - "If its goals are ignored, or if its owner commits acts of evil, the Orb may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "aura of purity", - "blinding smite", - "daylight", - "heroism", - "moonbeam", - "sanctuary", - "sunbeam" - ] - }, - { - "name": "Mirror of Secrets", - "source": "LM", - "page": 114, - "rarity": "artifact", - "reqAttune": true, - "wondrous": true, - "sentient": true, - "bonusSpellAttack": "+3", - "entries": [ - "{@i This large platinum hand mirror is inlaid with jade and onyx.}", - "In a rare show of unity, the worshipers of the deities Vecna and Zehir formed a secret pact. The combined group was the idea of its leader Trebarra Kan, a powerful priest who, by adeptly leading a double life, managed to become ordained by the temples of both deities. The revelation of his twin loyalties drew faithful from both sides, and the pact between them became both powerful and wideranging. Power brought discord, however, and a competition for allegiances followed. As his careful plans began unraveling, Trebarra Kan attempted to create a magic mirror that would bend insurgents to his will and drive others mad. At a particularly delicate stage of the item's creation, open warfare broke out between the factions. The mix of magical forces sparked a conflagration that enveloped Trebarra Kan and trapped him forever inside his creation.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Mirror has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", - "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Reveal Truth", - "entries": [ - "The reflection of the Mirror reveals all manners of illusions and trickery, granting you {@sense truesight} out to a range of 30 feet." - ] - }, - { - "type": "entries", - "name": "Weaken Will", - "entries": [ - "Creatures of your choice within 60 feet of the mirror have disadvantage on saving throws against being {@condition charmed} or {@condition frightened} and can't benefit from resistance to psychic damage." - ] - }, - { - "type": "entries", - "name": "Spell Focus", - "entries": [ - "You can use the Mirror as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. Additionally, divination spells cast through the Mirror don't require any material components." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Mirror, you can cast the following spells at will (spell save DC 17), requiring no material components: {@spell bestow curse}, {@spell contact other plane}, {@spell creation}, {@spell eyebite}, {@spell major image}, {@spell mislead}, and {@spell shadow of moil|XGE}." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Mirror is a sentient chaotic evil item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and {@sense darkvision} out to a range of 120 feet. The Mirror communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The Mirror acts as a medium for Trebarra Kan from his prison plane. He communicates with its owner both telepathically and verbally, using the latter only when others are not around to hear the conversation. Trebarra Kan is impatient and insistent, constantly trying to steer the owner toward his goals. Those goals include:", - { - "type": "list", - "items": [ - "Spread duplicity, weave illusions, and create intrigue wherever possible.", - "Find the ancient relics of Trebarra Kan and those who came after him, including the Tome of Shadow.", - "Free Trebarra Kan from his prison plane.", - "Explore the magic of shadows, death, undead, and illusions to break down the barriers between worlds." - ] - }, - "Trebarra is decidedly macabre, having lost all vestiges of humanity over the years. More than a century of time in a shadow prison has corrupted Trebarra Kan's form, turning him into an insubstantial spirit. He no longer understands human goals and motivations. He also no longer has any interest in religion, having long since given himself wholly to shadow magic.", - "If its goals are ignored, the Mirror may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "bestow curse", - "contact other plane", - "creation", - "eyebite", - "major image", - "mislead", - "shadow of moil|xge" - ] - }, - { - "name": "Jet Black Ioun Stone", - "source": "LM", - "page": 113, - "rarity": "artifact", - "reqAttune": true, - "wondrous": true, - "sentient": true, - "entries": [ - "{@i A unique and powerful Ioun stone, this artifact appears as a pure black void, forever traveling in a slow, patient orbit.}", - "For the most part, Ioun stones are not unique in their nature\u2014any number of dark blue, pale aquamarine, moss green, and other colored stones proliferate throughout the world. Their creator Ioun seeks to distribute knowledge in all its forms.", - "Still, even deities are responsible for items they wish they could unmake. A unique and powerful powerful Ioun stone without copy or sibling, the Jet Black Ioun Stone appears as a pure black void, forever traveling in a slow, patient orbit. It is thought that Ioun crafted it at the behest of Zehir, deity of darkness, poison, and assassins. The lord of knowledge might have felt compelled to create the Stone so that Zehir could use it in the pursuit of understanding\u2014even if that learning involved better ways to find and kill his victims. In truth, the Stone proved a powerful tool, often bestowed directly by Zehir upon a worthy follower to aid in a particularly dangerous assassination attempt.", - "Invested with a sizable portion of Ioun's magical energy, the Stone gained a semblance of self-awareness. After years of aiding in the murder of so many, the Stone has seen its personality become twisted and darkened. Its reputation has grown as well. It has become\u2014however dangerous it might be to possess\u2014a compelling prize for assassins.", - "When you use an action to toss the stone into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", - "The stone cannot be damaged or destroyed by conventional means. It is considered to be an object that is being worn while it orbits your head.", - "While the stone orbits your head, you gain the following benefits.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Stone has the following properties, determined by rolling on the tables in the \"Artifacts\" section in chapter 7 of the {@book Dungeon Master's Guide|DMG}:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property", - "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Lethal Strikes", - "entries": [ - "Your weapon attack rolls score a critical hit on a roll of 1 or 20 on the {@dice d20}. On a critical hit, the target takes an additional 15 poison damage and is {@condition poisoned} until the end of your next turn." - ] - }, - { - "type": "entries", - "name": "Shadow Stalker", - "entries": [ - "As an action, you can use the Stone to become {@condition invisible} until you use your bonus action to end the effect. This invisibility ends early if you make an attack roll or a damage roll, cast a spell or activate some other power, or enter an area of magical light, such as the {@spell daylight} spell." - ] - }, - { - "type": "entries", - "name": "Thrive in Darkness", - "entries": [ - "You can see normally in darkness, both magical and nonmagical, to a distance of 300 feet. Additionally, {@quickref Vision and Light||2||dim light} within a 60-foot radius aura around you turns into darkness, and {@quickref Vision and Light||2||bright light} in the same area to {@quickref Vision and Light||2||dim light}. At the start of each of your turns, you can activate or deactivate the aura, and you can also change the radius to a distance between 10 feet and 60 feet (no action required)." - ] - }, - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Using the Stone, you can cast the following spells at will (spell save DC 17, +9 to hit with spell attacks), requiring no material components: {@spell blur}, {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, {@spell ray of sickness} (3rd level), {@spell silence}, and {@spell sleep} (5th level)." - ] - }, - { - "type": "entries", - "name": "Sentience", - "entries": [ - "The Stone is a sentient neutral evil item with an Intelligence of 13, a Wisdom of 15, and a Charisma of 17. It has hearing and {@sense darkvision} out to a range of 120 feet. The Stone communicates telepathically with its wielder and can speak, read, and understand all languages." - ] - }, - { - "type": "entries", - "name": "Personality", - "entries": [ - "The Stone is not so much an item of moral evil as of amoral killing. Created to obtain knowledge about opponents in battle\u2014regardless of principles\u2014it has been subverted through constant use in assassination attempts. It now understands no other purpose but killing. The Stone does not care who its owner chooses to kill, as long as the owner is forever hunting someone to slay. The Stone has developed a lust for murder, but requires a mortal partner to carry out the deed. Its goals include:", - { - "type": "list", - "items": [ - "Locate opponents, especially those in hiding or wanted by authorities.", - "Harry such opponents, targeting them for attack.", - "Partner with an assassin or brute who is active in combat and killing." - ] - }, - "The Stone communicates with its owner as a whispered chorus in the possessor's mind. These voices rise in volume and intensity when the owner targets a new bounty, pointing out its location and offering advice on ways to kill it. If the possessor listens closely, the voices of defeated bounties subsequently added to this chorus can be heard.", - "If its lust for blood is ignored, the Stone may come into conflict with its owner (see \"Sentient Magic Items\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})." - ] - } - ], - "attachedSpells": [ - "blur", - "darkness", - "darkvision", - "pass without trace", - "ray of sickness", - "silence", - "sleep" - ] - }, - { - "name": "Vampire Killer", - "source": "LM", - "page": 112, - "baseItem": "whip|PHB", - "type": "M", - "rarity": "artifact", - "reqAttune": true, - "weight": 3, - "weaponCategory": "martial", - "property": [ - "F", - "R" - ], - "dmg1": "1d4", - "dmgType": "S", - "critThreshold": 19, - "entries": [ - "The Vampire Killer, also known as the Morning Star in some forms, is a magical whip created and wielded by a long line of vampire hunters. While the whip is most potent against vampires, its magic makes it a deadly weapon against other forms of evil as well.", - "The Vampire Killer is a magic whip that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20 on the {@dice d20}.", - { - "type": "entries", - "name": "Random Properties", - "entries": [ - "The Vampire Killer has the following random properties:", - { - "type": "list", - "items": [ - "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", - "1 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property" - ] - } - ] - }, - { - "type": "entries", - "name": "Quick Strikes", - "entries": [ - "You can make one attack with the whip as a bonus action on each of your turns. In addition, when you roll a 19 or 20 on the {@dice d20} when attacking with this weapon, or when you reduce a creature to 0 hit points with an attack from this weapon, you can immediately make an additional attack with the whip (no action required). You can only make this additional attack once per turn." - ] - }, - { - "type": "entries", - "name": "Sacred Burst", - "entries": [ - "When this whip deals damage to a fiend or undead, fiery radiance bursts out from the impact. The target, as well as each fiend and undead within 10 feet of it, takes {@damage 2d10} radiant damage." - ] - }, - { - "type": "entries", - "name": "Battle Fervor", - "entries": [ - "While the whip is on your person, you add a {@dice d10} to your initiative at the start of every combat, and your speed is increased by 10 feet." - ] - }, - { - "type": "entries", - "name": "Vampire Slayer", - "entries": [ - "Once per turn when this whip deals damage to a vampire, you can cause the vampire to become vulnerable to radiant damage until the start of your next turn (no action required). This vulnerability doesn't apply to the triggering damage.", - "Additionally, when a hit from this weapon reduces a vampire to 0 hit points, the radius of the hit's Sacred Burst increases to 30 feet." - ] - } - ] - }, - { - "name": "Nightstick", - "source": "LM", - "page": 112, - "type": "RD", - "rarity": "rare", - "reqAttune": "by a cleric", - "reqAttuneTags": [ - { - "class": "cleric" - } - ], - "entries": [ - "This black rod carved of darkly stained wood is inset with religious symbols of various deities.", - "When you use your Channel Divinity to Turn Undead, the range of the ability increases to 60 feet." - ] - }, - { - "name": "Rod of Defiance", - "source": "LM", - "page": 112, - "type": "RD", - "rarity": "uncommon", - "reqAttune": true, - "entries": [ - "This white cudgel-like rod is covered in magical runes that glow with a holy light.", - "The rod emits {@quickref Vision and Light||2||dim light} in a 30-foot radius. Undead in this area have disadvantage on saving throws against effects that turn undead." - ] - }, - { - "name": "Rod of Undead Mastery", - "source": "LM", - "page": 112, - "type": "RD", - "rarity": "rare", - "reqAttune": "by a spellcaster", - "reqAttuneTags": [ - { - "spellcasting": true - } - ], - "recharge": "dusk", - "rechargeAmount": "{@dice 1d6 + 2}", - "charges": 8, - "entries": [ - "This metal rod is carved to resemble a stack of miniature skulls.", - "The rod has 8 charges, and it regains {@dice 1d6 + 2} expended charges daily at dusk. As an action, you can spend 1 charge to reassert control over one undead you have animated." - ] - }, - { - "name": "Scepter of the Netherworld", - "source": "LM", - "page": 112, - "type": "RD", - "rarity": "very rare", - "reqAttune": true, - "charges": 3, - "entries": [ - "This plain steel baton contains several glyphs incised along its length that promise power over the undead.", - "While holding the rod, you know the exact location and type of all undead within 1,000 feet of you. You can telepathically communicate with an undead within range, or you can broadcast your thoughts to all undead within range. The undead receiving your broadcasted thoughts have no special means of replying to them.", - "The rod has 3 charges. As an action, you can expend 1 charge to cast {@spell dominate monster} (save DC 21), which affects undead only. (The spell fails and the charge is wasted if you target any creature that's not undead.) If an undead can see you when you cast this spell on it, the undead knows you tried to charm it. The rod regains all its charges 24 hours after its last charge is expended.", - "If you are not undead, using the rod's dominate monster property in the Shadowfell has a {@chance 10|10 percent} chance of attracting a death knight, which arrives on the back of a nightmare mount in {@dice 1d4} hours. The death knight tries to recover the rod, killing you if necessary to obtain it. If it gets the rod, the death knight tries to deliver it to its master." - ], - "attachedSpells": [ - "dominate monster" - ] - }, - { - "name": "Wight Shield", - "source": "LM", - "page": 111, - "baseItem": "shield|PHB", - "type": "S", - "rarity": "rare", - "reqAttune": true, - "weight": 6, - "ac": 2, - "entries": [ - "A wight shield is a buckler covered in the undead hide of a wight.", - "When you succeed on a check made to {@action shove} a creature using this shield, the creature also suffers disadvantage on the next Strength, Constitution, or death saving throw it makes before the end of your next turn." - ] - }, - { - "name": "Wrapped Tower", - "source": "LM", - "page": 111, - "baseItem": "shield|PHB", - "type": "S", - "rarity": "rare", - "reqAttune": true, - "weight": 6, - "ac": 2, - "bonusWeaponAttack": "+5", - "recharge": "dusk", - "rechargeAmount": "{@dice 1d4 + 2}", - "charges": 6, - "entries": [ - "A wrapped tower is a large shield wrapped in the funerary wrappings of an undead mummy.", - "The shield has 6 charges, and it regains {@dice 1d4 + 2} expended charges daily at dusk. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 13, +5 to hit with spell attacks): {@spell bestow curse} (3 charges), {@spell blight} (4 charges), {@spell fear} (3 charges), {@spell inflict wounds} (1 charge), {@spell ray of enfeeblement} (2 charges)." - ], - "attachedSpells": [ - "bestow curse", - "blight", - "fear", - "inflict wounds", - "ray of enfeeblement" - ] - }, - { - "name": "Bonemail", - "source": "LM", - "page": 110, - "baseItem": "spiked armor|SCAG", - "type": "MA", - "rarity": "rare", - "reqAttune": true, - "weight": 45, - "ac": 14, - "stealth": true, - "entries": [ - "Bonemail is spiked armor crafted from interlocking bones and shards of bone extracted from an undead skeleton.", - "While wearing this armor, when you use the {@action Attack} action to {@action shove} a creature, the target takes 6 piercing damage if your check succeeds, and it can be pushed up to 5 feet away from you in a straight line." - ] - } - ], - "magicvariant": [ - { - "name": "Necrotic Focus", - "type": "GV", - "source": "LM", - "requires": [ - { - "weapon": true - } - ], - "inherits": { - "nameSuffix": " of Necrotic Focusing", - "source": "LM", - "page": 111, - "rarity": "uncommon", - "entries": [ - "This magic weapon serves as a channel for negative energy.", - "While you are wielding the weapon, you can use it as a spellcasting focus. When you deal damage with an attack or spell while holding this focus, you can change the damage type to necrotic damage." - ] - }, - "__prop": "magicvariant" - }, - { - "name": "Day Armor", - "type": "GV", - "source": "LM", - "requires": [ - { - "type": "MA" - }, - { - "type": "HA" - } - ], - "inherits": { - "namePrefix": "Day ", - "source": "LM", - "page": 110, - "resist": [ - "radiant" - ], - "rarity": "very rare", - "entries": [ - "Typically used by vampires and other intelligent undead, day armor is a special item that prevents light or sunlight from harming the wearer during combat.", - "While wearing this armor, you ignore the effects of traits such as Light Sensitivity, Sunlight Sensitivity, and Sunlight Hypersensitivity that harm you while you are in light or sunlight. Additionally, you gain resistance to radiant damage, and you have advantage on saving throws against being {@condition blinded}." - ] - } - }, - { - "name": "Ghoul Shell", - "type": "GV", - "source": "LM", - "requires": [ - { - "type": "LA" - }, - { - "type": "MA" - }, - { - "type": "HA" - } - ], - "inherits": { - "namePrefix": "Ghoul Shell ", - "source": "LM", - "page": 110, - "rarity": "very rare", - "reqAttune": true, - "entries": [ - "A suit of ghoul shell armor consists of shaped and fitted sections of ghoul hide sewn and interlocked to cover the entire body, save for head, hands, and feet. Necromantic residue remaining in the ghoul shell keeps the armor pliant and responsive.", - "While wearing this armor, you can use your action to target the corpse of a creature that is within 5 feet of you, has been dead for no longer than 1 minute, died violently, and isn't a construct. When you do so, the armor consumes the corpse and grants you a bonus to AC: +1 if the corpse is Medium or smaller, +2 if it is Large or Huge, or +3 if it is Gargantuan or larger. This bonus to AC lasts for 1 hour or until you use this action again." - ] - } - }, - { - "name": "Ghost Ward", - "type": "GV", - "source": "LM", - "requires": [ - { - "type": "LA" - }, - { - "type": "MA" - }, - { - "type": "HA" - } - ], - "inherits": { - "namePrefix": "Ghost Ward ", - "source": "LM", - "page": 110, - "rarity": "rare", - "reqAttune": true, - "entries": [ - "This armor is infused with positive energy that protects its wearer from attacks made by incorporeal undead.", - "While wearing this armor, you have advantage on saving throws against effects that would possess you, reduce your hit point maximum, or cause you to be {@condition frightened}.", - "In addition, you take half damage from attacks made by creatures with the Incorporeal Movement trait. If you are hit by such an attack, the armor creates a backlash of positive energy that deals {@damage 2d6} radiant damage to the attacker." - ] - } - }, - { - "name": "Ghost Shroud", - "type": "GV", - "source": "LM", - "requires": [ - { - "type": "LA" - }, - { - "type": "MA" - } - ], - "inherits": { - "namePrefix": "Ghost Shroud ", - "source": "LM", - "page": 110, - "rarity": "rare", - "reqAttune": true, - "curse": true, - "entries": [ - "A ghost shroud appears as a winding cloth in which the body is wrapped, as if for burial. The shroud sometimes appears, appropriately enough, ghostly and partially translucent.", - "When you take the {@action Dash} action while wearing this armor, you can also choose to become incorporeal until the end of the turn. During this time, you can move through other creatures and objects as if they were {@quickref difficult terrain||3}, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you can't use this property again for 1 hour.", - { - "type": "entries", - "name": "Curse", - "entries": [ - "Once you don this cursed armor, you can't doff it unless you are targeted by the {@spell remove curse} spell or similar magic. If you die while wearing this armor, your spirit rises as a {@creature ghost} in the same space. Your ghost is bound to haunt this armor, shares your size, alignment, and languages, and can only move on to the afterlife or be resurrected once your death has been avenged." - ] - } - ] - } - }, - { - "name": "Shadow Veil", - "source": "LM", - "type": "GV", - "requires": [ - { - "type": "LA" - }, - { - "type": "MA" - } - ], - "inherits": { - "namePrefix": "Shadow Veil ", - "source": "LM", - "page": 111, - "rarity": "rare", - "reqAttune": true, - "entries": [ - "A shadow veil appears as a indistinct, enveloping covering of darkness.", - "While wearing this armor, the shadows emanating from it cause you to be {@quickref Vision and Light||2||lightly obscured} to others. In addition, while you are in {@quickref Vision and Light||2||dim light} or darkness, you have advantage on Dexterity ({@skill Stealth}) checks made to hide, and your speed is increased by 20 feet." - ] - } - }, - { - "name": "Weapon of Ghost Striking", - "source": "LM", - "type": "GV", - "requires": [ - { - "weapon": true - } - ], - "inherits": { - "nameSuffix": " of Ghost Striking", - "source": "LM", - "page": 112, - "rarity": "uncommon", - "entries": [ - "A weapon of ghost striking is surrounded by the soft glow of ectoplasmic residue.", - "Attacks made with this weapon deal radiant damage to creatures with the Incorporeal Movement trait, instead of its normal damage type. Furthermore, any creature with the Incorporeal Movement trait can't move through the weapon (e.g. a net), and must interact with it as though it were a corporeal creature." - ] - } - }, - { - "name": "Profane Weapon", - "type": "GV", - "source": "LM", - "requires": [ - { - "weapon": true - } - ], - "excludes": { - "net": true - }, - "entries": [ - "A profane weapon is sheathed in crackling black negative energy.", - "While you are wielding the weapon, it deals an extra {@damage 2d6} necrotic damage to any target it hits." - ], - "inherits": { - "namePrefix": "Profane ", - "source": "LM", - "page": 111, - "rarity": "rare", - "reqAttune": true, - "entries": [ - "While you are wielding the weapon, it deals an extra {@damage 2d6} necrotic damage to any target it hits." - ] - } - }, - { - "name": "Sacred Weapon", - "type": "GV", - "source": "LM", - "requires": [ - { - "weapon": true - } - ], - "inherits": { - "namePrefix": "Sacred ", - "source": "LM", - "page": 111, - "rarity": "rare", - "reqAttune": true, - "entries": [ - "A sacred weapon is sheathed in luminous positive energy.", - "While you are wielding the weapon, it deals an extra {@damage 2d6} radiant damage to any target it hits." - ] - } - }, - { - "name": "Vampire Hide", - "type": "GV", - "source": "LM", - "requires": [ - { - "type": "LA" - }, - { - "type": "MA" - } - ], - "inherits": { - "namePrefix": "Vampire Hide ", - "source": "LM", - "page": 111, - "rarity": "very rare", - "reqAttune": true, - "entries": [ - "This armor is prepared from a single layer of vampire skin. Necromantic residue remaining in the cloak keeps the armor pliant and responsive.", - "While wearing the cloak, you gain the following benefits:", - { - "type": "entries", - "name": "Bat Transformation", - "entries": [ - "If you aren't in sunlight or running water, you can use your action to cast {@spell polymorph} on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dusk." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, its range increases by 60 feet." - ] - }, - { - "type": "entries", - "name": "Spider Climb", - "entries": [ - "You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." - ] - }, - { - "type": "entries", - "name": "Vampiric Charm", - "entries": [ - "Creatures that can see you have disadvantage on saving throws against being {@condition charmed} by you or one of your companions." - ] - } - ], - "attachedSpells": [ - "polymorph" - ] - } - } - ], - "spell": [ - { - "name": "Animate Crawling Claw", - "source": "LM", - "page": 126, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a butcher's knife" - }, - "duration": [ - { - "type": "instant" - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "This spell binds the life force of a murderer to its severed hand, haunting and animating it. Choose a severed hand you can see within range. The hand must have been severed from the body of a humanoid murderer within the last seven days. If the murderer is dead and its spirit already manifests as another undead creature, or if its dead spirit has long passed on to another plane, the spell fails.", - "The target hand becomes a {@creature crawling claw}. It is under your control for 24 hours, after which the hand becomes inactive and can't be animated again. On each of your turns, you can use a bonus action to mentally command the crawling claw. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command for it to follow to the best of its understanding. If you issue no commands, the claw follows its last command to the best of its ability. Once given an order, the claw continues to follow it until its task is complete." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the crawling claw remains active for an additional 24 hours for every slot level above 1st. When cast using a spell slot of 6th level or higher, the crawling claw remains active until slain." - ] - } - ], - "miscTags": [ - "SGT", - "UBA" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/YVi3Pct.png" - } - } - ] - }, - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Animate Greater Undead", - "source": "LM", - "page": 126, - "level": 6, - "school": "N", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth 300 gp", - "cost": 30000 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "This spell creates an undead servant. Choose a pile of bones or a corpse of a Huge or smaller creature within range. The creature must have been a {@filter beast, dragon, giant, or plant of CR 5 or lower|bestiary|Challenge Rating=[&5;&\u2014]|type=beast;dragon;giant;plant}. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target retains the statistics that it had in life, except for the following modifications:", - { - "type": "list", - "items": [ - "The target is immune to poison and {@condition exhaustion|PHB}.", - "The target loses any trait, such as Amphibious, that assumes a living physiology.", - "The target can't cast spells, and thus loses the Spellcasting and Innate Spellcasting traits if it had them.", - "The target's Intelligence, Wisdom, and Charisma scores are reduced to 6 (-2), if they weren't already lower." - ] - }, - "On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", - "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one undead of CR 5 or lower that you have animated with this spell, rather than animating a new one." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 7th level or higher, the maximum challenge rating of creatures you can animate or reassert control over increases by 1 for each slot level above 6th." - ] - } - ], - "conditionInflict": [ - "exhaustion" - ], - "miscTags": [ - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Avascular Mass", - "source": "LM", - "page": 126, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You shoot a ray of necromantic energy from your outstretched hand, causing one creature of your choice within range to violently purge blood vessels through its skin. Constructs and undead are not affected by this spell. The target must make a Constitution saving throw, taking {@damage 8d10} necrotic damage on a failed save, or half as much damage on a successful one.", - "On a failed save, the target's purged blood vessels are magically animated, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them. The avascular mass instantaneously erupts in a 20-foot radius sphere centered on the target. The avascular mass is difficult terrain and lightly obscures their area.", - "If the avascular mass isn't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn.", - "Each creature that starts its turn in the avascular mass or that enters it during its turn must make a Dexterity saving throw. The original target of the spell automatically fails this saving throw. On a failed save, a creature is {@condition restrained} as long as it remains in the avascular mass or until it breaks free.", - "A creature {@condition restrained} by the avascular mass can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer {@condition restrained}.", - "Any 5-foot cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue." - ], - "damageInflict": [ - "necrotic", - "radiant" - ], - "conditionInflict": [ - "restrained" - ], - "savingThrow": [ - "constitution", - "dexterity" - ], - "abilityCheck": [ - "strength" - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Awaken Undead", - "source": "LM", - "page": 127, - "level": 7, - "school": "N", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a humanoid fingerbone" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "This spell grants intelligence to {@filter mindless undead|bestiary|type=undead|miscellaneous=|Intelligence=[1;6]} such as skeletons and zombies with an Intelligence score of 6 or lower. Choose up to ten undead within range that fit this criteria. The targets must be within range for the entire casting of the spell. At the completion of the casting, the targets regain the memories, the languages, and the Intelligence, Wisdom, and Charisma scores that they had in life. They also regain the weapon and armor proficiencies they had in life (if any), and they gain advantage on saving throws against effects that turn undead." - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Bite of the King", - "source": "LM", - "page": 127, - "level": 8, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Your maw suddenly opens many times its normal size as it attempts to swallow your victim whole. After the attempt, it immediately returns to its normal size.", - "Make a melee spell attack against a creature you can reach. On a hit, the target takes {@damage 6d12} piercing damage, and it must make a Dexterity saving throw. On a failed save, the target is immediately banished to the \"stomach dimension\" for the duration.", - "The stomach dimension is a demiplane that adjusts its size to squeeze the largest creature that is currently inside of it. While in the stomach dimension, a creature is {@condition blinded} and {@condition restrained}, and it takes {@damage 4d6} acid damage plus {@damage 4d6} bludgeoning damage at the start of each of your turns. To escape, a creature must deal 35 damage to the walls of the stomach dimension on a single turn. The walls of the stomach dimension have an AC of 21 and are immune to acid, necrotic, poison, and psychic damage.", - "A creature that successfully exits the stomach dimension or is still alive at the end of the duration appears next to you in the nearest unoccupied space, seemingly being expelled through a rip between dimensions that originates from your stomach.", - "Each caster of this spell has a personal stomach dimension that this spell links to. If a creature dies while in your stomach dimension, you can choose to eject its corpse and the items it had on its person, or you can let it remain as a warning for future victims of this spell." - ], - "damageInflict": [ - "acid", - "bludgeoning", - "piercing" - ], - "conditionInflict": [ - "blinded", - "restrained" - ], - "spellAttack": [ - "M" - ], - "savingThrow": [ - "dexterity" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - } - }, - { - "name": "Clutch of Orcus", - "source": "LM", - "page": 127, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "One humanoid of your choice that you can see within range begins to suffer a magic-induced heart attack. The target must succeed on a Constitution saving throw or take {@damage 3d8} necrotic damage and be {@condition stunned} for the duration. At the end of each of its turns, the target repeats the saving throw. It takes {@damage 3d8} necrotic damage on a failed save, and the spell ends on the target on a successful one." - ], - "damageInflict": [ - "necrotic" - ], - "conditionInflict": [ - "stunned" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Command Horde", - "source": "LM", - "page": 127, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "When you cast this spell, and as an action on each of your turns for the duration, you can command up to four undead that you can see within range that are under your control. You give the same command to each target. You choose from one of the following commands each time you use this effect:", - { - "type": "entries", - "name": "Advance", - "entries": [ - "Each target can use its reaction to move up to its speed." - ] - }, - { - "type": "entries", - "name": "Apprehend", - "entries": [ - "Each target can use its reaction to attempt to grapple one creature within its reach. The undead can all grapple the same target or can split their grapples between different targets." - ] - }, - { - "type": "entries", - "name": "Attack", - "entries": [ - "Each target can use its reaction to make one attack against a creature they can see. The undead can all attack the same target or can split their attacks between different targets." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can target two additional undead for each slot level above 3rd." - ] - } - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Consumptive Field", - "source": "LM", - "page": 127, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "A consumptive death field radiates from you in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes {@damage 2d6} necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Undead are unaffected by this spell." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "HL" - ], - "classes": { - "fromClassList": [ - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Energy Ebb", - "source": "LM", - "page": 128, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You point your finger and utter a foul incantation, releasing a black needle of crackling negative energy that assaults the life force of living creatures. When you cast this spell, and as an action on each of your turns until the spell ends, you can target one creature you can see within range. If the target isn't undead, it must succeed on a Constitution saving throw or take {@damage 4d8} necrotic damage and suffer one level of {@condition exhaustion|PHB}. If the target is undead, you instead roll {@dice 4d8}. The target gains half the total as temporary hit points." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage and temporary hit point dice increase by {@dice 1d8} for each slot level above 4th." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "conditionInflict": [ - "exhaustion" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT", - "THP" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Field of Ghouls", - "source": "LM", - "page": 128, - "level": 7, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls. Each living creature within 30 feet of you is {@condition poisoned} until the end of your next turn. Targets with 30 hit points or fewer must also make a Charisma saving throw. If a target has 0 hit points, it automatically fails this saving throw. On a failed save, a target dies.", - "A humanoid killed by this spell rises at the start of your next turn as a {@creature ghoul} that is under your command, following your verbal orders to the best of its ability. Any ghoul created by this spell melts into a pile of flesh and is destroyed after 24 hours." - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "charisma" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Flesh Puppet", - "source": "LM", - "page": 128, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a piece of a corpse worth at least 1 sp", - "cost": 10 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You create a Tiny construct made of flesh and bone, a puppet that obeys your telepathic commands, in a space within range. It has no thoughts of its own, but it can telepathically communicate what it senses to you. Once on each of your turns, you can telepathically command the construct to walk up to 30 feet and interact with objects. The puppet can't attack, activate magic items, or carry more than 10 pounds, but it can perform simple tasks that require no actions such as pushing, pulling, or lifting objects.", - "The puppet has AC 10, 1 hit point, and a Strength of 2. If it drops to 0 hit points, if it is ever more than 60 feet away from you, or if you cast this spell again, the puppet crumbles into a pile of bones and flesh and the spell ends.", - "Additionally, as an action, you can see through your puppet's eyes and hear what it hears until the start of your next turn, using its normal senses instead of your own. During this time, you are {@condition deafened|phb|deaf} and {@condition blinded|phb|blind} with regard to your own senses." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Ghastly Stench", - "source": "LM", - "page": 128, - "level": 2, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You emanate the putrid stench of a ghast. For the duration, each creature that starts its turn within 15 feet of you must succeed on a Constitution saving throw or be {@condition poisoned} until the start of its next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can increase the radius of this spell by 5 feet for each slot level above 2nd." - ] - } - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Ghoul Gauntlet", - "source": "LM", - "page": 128, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched, and spreads outwards as the target's body slowly dies and is transformed into a ghoul's cold, undying flesh.", - "Make a melee spell attack against a humanoid within your reach. On a hit, the target is {@condition poisoned}.", - "At the end of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes {@damage 4d6} necrotic damage. If the target succeeds on three of these saves, it is no longer {@condition poisoned}, and the spell ends. The spell can also be ended early by the {@spell greater restoration}, {@spell heal}, and {@spell remove curse} spells.", - "If the target is reduced to 0 hit points while {@condition poisoned} by this spell, it dies and rises at the start of your next turn as a {@creature ghoul} that is under your command, following your verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours." - ], - "damageInflict": [ - "necrotic" - ], - "conditionInflict": [ - "poisoned" - ], - "spellAttack": [ - "M" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "HL" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Ghoul Light", - "source": "LM", - "page": 129, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a bit of rendered fat" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn't use oxygen. The flame can be covered and hidden, but not smothered or quenched.", - "Undead within 30 feet of this light have advantage on saving throws against effects that turn undead. If an undead already had advantage on such saving throws before entering the area, it instead gains immunity to effects that turn undead while within the area." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the effect persists until it is dispelled." - ] - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Grave Bolt", - "source": "LM", - "page": 129, - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You launch a bolt of negative energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} necrotic damage. If this attack hits a tree, a plant creature, or some other form of vegetation, the target instead takes {@damage 1d12} damage.", - "The spell's damage increases by one die when you reach 5th level ({@dice 2d10} or {@dice 2d12}), 11th level ({@dice 3d10} or {@dice 3d12}), and 17th level ({@dice 4d10} or {@dice 4d12})." - ], - "damageInflict": [ - "necrotic" - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "SCL" - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Gravesight", - "source": "LM", - "page": 129, - "level": 2, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You touch an undead creature that is under your control. For the duration of the spell, you can use your action to see through the undead's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you gain the benefits of any special senses possessed by that target, though you are {@condition blinded} and {@condition deafened} to your own surroundings." - ], - "conditionInflict": [ - "blinded", - "deafened" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Kiss of the Vampire", - "source": "LM", - "page": 129, - "level": 3, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face", - "cost": 5000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You target one living creature you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be {@condition charmed} by you for the duration. The {@condition charmed} target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can.", - "The {@condition charmed} target can repeat the saving throw at the end of each of its turns. It takes {@damage 3d6} psychic damage on a failed save, and the spell ends for it on a successful one." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "psychic" - ], - "conditionInflict": [ - "charmed" - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Lay Waste", - "source": "LM", - "page": 129, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You create six tiny orbs of negative energy in your space. They float in the air and orbit you for the spell's duration. When you cast the spell\u2014and as a bonus action on each of your turns thereafter\u2014you can expend one or two of the orbs, sending them streaking toward a point or points you choose within 120 feet of you. Once a orb reaches its destination or impacts against a solid surface, the orb explodes. Each creature within 5 feet of the point where the orb explodes must make a Constitution saving throw. A creature takes {@damage 2d6} necrotic damage on a failed save, or half as much damage on a successful one." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the number of orbs created increases by two for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Manipulate Corpse", - "source": "LM", - "page": 130, - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "strings to control a marionette with" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You manipulate the corpse of one creature you can see within range, creating up to two of the following effects:", - { - "type": "list", - "items": [ - "The corpse contorts its body in a manner of your choosing, even if it wouldn't be able to do so in life.", - "The corpse speaks a short message in a language that you know, even if it lacks the parts that normally govern speech.", - "The corpse moves up to 10 feet along the ground in a direction of your choice.", - "The corpse {@action grapple|phb|grapples} or {@action shove|phb|shoves} one creature within 5 feet of it. Instead of a Strength ({@skill Athletics}) check, you can make a melee spell attack instead. If you choose the grapple option, the grapple ends automatically at the start of your next turn." - ] - } - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Mourning Mist", - "source": "LM", - "page": 130, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a bottle of black ichor" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "You hurl a globule of black mist at a point within range. Each living creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d10} necrotic damage, and each undead ally of your choice has advantage on attacks against the creature until the end of your next turn." - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Necrotic Cyst", - "source": "LM", - "page": 130, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Make a melee spell attack against a creature within your reach. On a hit, the target develops an internal spherical sac that contains fluid or semisolid necrotic flesh, unless it is a construct or undead. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever you chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful Wisdom ({@skill Medicine}) check against your spell save DC.", - "While the target possesses a necrotic cyst, it suffers from the {@condition poisoned} condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", - "A protection from evil and good spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by heal or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a Wisdom ({@skill Medicine}) check against your spell save DC. On a success, the cyst is removed safely, and the target suffers one level of {@condition exhaustion|PHB}. On a failure, the target dies." - ], - "damageResist": [ - "necrotic" - ], - "damageImmune": [ - "necrotic" - ], - "damageVulnerable": [ - "necrotic" - ], - "conditionInflict": [ - "exhaustion", - "poisoned" - ], - "spellAttack": [ - "M" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "HL" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Negative Energy Burst", - "source": "LM", - "page": 130, - "level": 7, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "m": "a broken bone and a square of black silk" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "A wave of negative energy washes out from a point of your choice within range. Each living creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking {@damage 5d12} necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage rises up as a {@creature zombie} at the start of your next turn. The zombie pursues whatever living creature it can see that is closest to it.", - "Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points." - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "THP" - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Plague of Undead", - "source": "LM", - "page": 130, - "level": 9, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "one or more black sapphires whose total value equals or exceeds 10,000 gp", - "cost": 1000000 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Great necromantic power causes any number of Small or Medium corpses you can see within range to animate. Each corpse immediately stands up and becomes undead. You decide whether a corpse becomes a {@creature zombie} or a {@creature skeleton}. These undead are permanently under your command and follow your verbal orders to the best of its ability. They also gain a bonus to their attack and damage rolls equal to your spellcasting ability modifier for the next 24 hours." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Protection from Life and Death", - "source": "LM", - "page": 131, - "level": 3, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "For the duration, the willing creature you touch has resistance to necrotic and radiant damage." - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "LM" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Revive Undead", - "source": "LM", - "page": 131, - "level": 6, - "school": "N", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a black pearl worth at least 500 gp", - "cost": 50000 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Your restore animation to the remains of an undead creature you touch. The target reanimates with all of its hit points, but it it is under no compulsion to behave in any particular way unless it was under your control before it was destroyed. This spell fails if the target was destroyed by a Turn Undead effect, or if its body was otherwise completely obliterated by a spell or other effect. The undead must have been inactive for no more than a week, and its Challenge Rating must be equal to or less than your character level (or Challenge Rating, if you don't have a class level)." - ], - "miscTags": [ - "HL" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Sheltered Vitality", - "source": "LM", - "page": 131, - "level": 6, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a diamond worth at least 500 gp", - "cost": 50000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "One willing creature you touch gains advantage on saving throws against the following effects for the duration:", - { - "type": "list", - "items": [ - "Effects that reduce its ability scores", - "Effects that reduce its hit point maximum", - "Effects that cause its {@condition exhaustion|PHB} level to increase" - ] - } - ], - "conditionInflict": [ - "exhaustion" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Tenebrous Phantasm", - "source": "LM", - "page": 131, - "level": 4, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a pinch of powder or a small crystal" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "Drawing energy from the Shadowfell, you create up to four shadowy phantasms within range that persist for the duration. These phantasms can be of any creature or object you are familiar with. The phantasms appear to be real and animate, but also translucent. Their AC equals your spellcasting ability, they fail all Strength, Dexterity, and Constitution saves, and they pass all Intelligence, Wisdom, and Charisma saves.", - "As a bonus action on your turn, you can direct each phantasm to move up to 30 feet and perform one of the following actions:", - { - "type": "entries", - "name": "Grapple or Shove", - "entries": [ - "The phantasm attempts to grapple or shove one creature within 5 feet of it. The target must succeed on a Strength or Dexterity saving throw (its choice) or be {@condition grappled} by the phantasm, knocked {@condition prone}, or pushed up to 5 feet away." - ] - }, - { - "type": "entries", - "name": "Fear", - "entries": [ - "The phantasm attempts to induce fear in one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or be {@condition frightened} until the end of your next turn." - ] - }, - { - "type": "entries", - "name": "Manipulate Object", - "entries": [ - "The phantasm takes the {@action Use an Object} action. The phantasm can't activate magic items or carry more than 50 pounds." - ] - }, - { - "type": "entries", - "name": "Shadow Touch", - "entries": [ - "The phantasm touches one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or take {@damage 2d6} necrotic or psychic damage (your choice)." - ] - }, - "If a phantasm takes damage or is ever more than 60 feet away from you, it is destroyed. If a creature succeeds on an Intelligence ({@skill Investigation}) or Intelligence ({@skill Arcana}) check against your spell save DC, it realizes the phantasms are illusions that can be destroyed. When a phantasm is destroyed, any creature within 5 feet of it that doesn't realize it's an illusion must make a Wisdom saving throw or be {@condition frightened} until the end of its next turn." - ], - "damageInflict": [ - "necrotic", - "psychic" - ], - "conditionInflict": [ - "frightened", - "grappled" - ], - "savingThrow": [ - "dexterity", - "wisdom" - ], - "miscTags": [ - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Unholy Crusade", - "source": "LM", - "page": 131, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Unholy power radiates from you in an aura with a 30-foot radius, infusing your allies' weapons with negative energy. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra {@damage 1d4} necrotic damage when it hits with a weapon attack." - ], - "damageInflict": [ - "necrotic" - ], - "classes": { - "fromClassList": [ - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Unholy Union", - "source": "LM", - "page": 131, - "level": 9, - "school": "N", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a black onyx worth at least 5,000 gp, which the spell consumes", - "cost": 500000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You create an unholy union between a living creature and an undead. The first target is an undead creature that must be willing or magically compelled into agreeing with the spell. The second target is a willing living creature, or the corpse of a living creature that has been dead for no longer than one week whose soul is willing, which be fused with the undead. Both creatures must be within 5 feet of you for the full casting time.", - "When the casting is complete, the living creature fuses with the undead, its soul entering the combined body and turning it into a new creature. The new creature's game statistics are the same as the undead, though it also gains the traits, abilities, proficiencies, class features, and feats of the living creature. The new creature can use the ability scores and proficiency bonus of either target, choosing from whichever is higher for each.", - "The new creature possesses the memories of both targets, but its personality is either that of the undead, the living creature, or a combination of both (your choice). Its appearance is some combination of the two targets' appearances of your choice." - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Vampiric Smite", - "source": "LM", - "page": 132, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The next time you hit a creature with a weapon attack before this spell ends, you siphon away some of the target's life force. The attack deals an extra {@damage 3d6} necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "HL" - ], - "classes": { - "fromClassList": [ - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } - }, - { - "name": "Veil of Undeath", - "source": "LM", - "page": 132, - "level": 6, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a black sapphire worth 1,000 gp", - "cost": 100000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You gain many of the traits common to undead creatures. You gain the following benefits for the duration:", - { - "type": "list", - "items": [ - "Your body appears sick and ghastly, as though you were a walking corpse. Undead with an Intelligence score of 6 or lower won't attack you except in self defense or when ordered to, and you are detected as an undead by a paladin's Divine Sense feature.", - "You don't require air, food, drink, or sleep.", - "You are immune to necrotic damage. Whenever you are subjected to necrotic damage, you instead gain a number of temporary hit points equal to half the necrotic damage you would have taken.", - "You are immune to poison, disease, and {@condition exhaustion|PHB}." - ] - } - ], - "conditionInflict": [ - "exhaustion" - ], - "miscTags": [ - "THP" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Venomous Smite", - "source": "LM", - "page": 132, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The next time you hit a creature with a melee weapon attack during the spell's duration, your attack deals an extra {@damage 1d6} poison damage. Additionally, the target must make a Constitution saving throw or be {@condition poisoned} until the spell ends. As an action, the creature can make a Constitution check against your spell save DC to overcome the poison and end this spell." - ], - "damageInflict": [ - "poison" - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "constitution" - ], - "abilityCheck": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } - }, - { - "name": "Wall of Pain", - "source": "LM", - "page": 132, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You create a wall of negative energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.", - "When the wall appears, each living creature within its area must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d8} necrotic damage and has its speed halved until the end of their next turn. On a successful save, it takes half as much damage and does not have its speed halved.", - "A living creature makes the same save when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall is harmless.", - "An undead that passes through either side of the wall has its speed increased by 10 feet until the end of your next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Weakening Aura", - "source": "LM", - "page": 132, - "level": 2, - "school": "N", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You create an aura of negative energy that weakens the life force of nearby creatures. Creatures within 15 feet of you can't regain hit points and have disadvantage on death saving throws, saving throws against {@condition exhaustion|PHB}, and saving throws against effects that would reduce their hit point maximum.", - "On each of your turns before the spell ends, you can use your bonus action to temporarily disable the field until the start of your next turn." - ], - "conditionInflict": [ - "exhaustion" - ], - "miscTags": [ - "HL", - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Cleric", - "source": "PHB" - } - ] - } - }, - { - "name": "Wither Limb", - "source": "LM", - "page": 133, - "level": 2, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Choose one creature that you can see within range to make a Constitution saving throw. On a failed save, you can choose to wither one of its limbs or appendages, preventing it from using it for the duration.", - "For example, if you wither a leg, the target can't use that leg and may fall {@condition prone} for the duration, and withering a wing may cause it to fall if it is flying. If you wither an arm, the target drops any item it is holding with that arm, and until the spell ends, it can't use that arm to use or hold items, to make attacks, or to perform somatic components for spells.", - "The target can repeat the save at the end of each of its turns, ending the spell on itself on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd." - ] - } - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xwfg75C.png" - } - } - ] - }, - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Blackguard", - "source": "LM" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - }, - { - "name": "Withering Curse", - "source": "LM", - "page": 133, - "level": 2, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You unleash a curse on one creature you can see within range. The target must make a Charisma saving throw, taking {@damage 2d8} necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes cursed for the duration of the spell or until a {@spell remove curse} spell is cast on it.", - "While cursed, the target can't regain hit points, and it must repeat the saving throw at the end of each of its turns. It takes {@damage 1d6} necrotic damage on a failed save, and the curse ends on the target on a successful one.", - "If the target dies while cursed by this spell, it crumbles into a cloud of dust." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by {@dice 1d8} for each slot level above 2nd." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "charisma" - ], - "miscTags": [ - "HL", - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - } - ], - "book": [ - { - "name": "Libris Mortis", - "id": "LM", - "source": "LM", - "coverUrl": "https://i.imgur.com/nauXp3q.png", - "published": "2023-01-14", - "group": "homebrew", - "contents": [ - { - "name": "Welcome", - "headers": [ - "Credits", - "Introduction" - ] - }, - { - "name": "Bestiary", - "headers": [ - "Abominations", - "Blightspawn", - "Chaos Walkers", - "Deathtritus", - "Dread Brutes", - "Oozes", - "Servants of Darkness", - "Spirits", - "Undead Aviary", - "Unrisen", - "Wraiths" - ] - }, - { - "name": "Creature Templates", - "headers": [ - "Ghost Brute", - "Half-Vampire", - "Hooded Pupil", - "Mummified Creature", - "Necromental", - "Necropolitan", - "Swarm-Shifter", - "Umbral Creature", - "Minor Templates" - ] - }, - { - "name": "Cults of Undeath", - "headers": [ - "Academy Necromica", - "Blood Scion Heresy", - "Eyes of Vecna", - "Lurkers in Shadow", - "Minions of the Skull", - "The Ruby Order" - ] - }, - { - "name": "Undead Hall of Infamy", - "headers": [ - "Dregoth, the Dread King", - "Kas, the Betrayer", - "Osterneth, the Bronze Lich", - "Tenebrous, the Shadow of Orcus", - "Vecna, the Whispered One" - ] - }, - { - "name": "Blackguard" - }, - { - "name": "Subclasses" - }, - { - "name": "Equipment", - "headers": [ - "Armor", - "Weapons", - "Rods", - "Sentient Artifacts", - "Wondrous Items", - "Undead Grafts", - "Special Substances", - "Positoxins", - "Adventuring Gear" - ] - }, - { - "name": "Spells", - "headers": [ - "Usage", - "Spell Descriptions" - ] - } - ] - } - ], - "bookData": [ - { - "id": "LM", - "source": "LM", - "data": [ - { - "type": "section", - "name": "Welcome", - "entries": [ - { - "type": "entries", - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/zYD662W.png" - } - } - ] - }, - { - "type": "section", - "name": "Credits", - "entries": [ - "Much of the content here is ported from previous edition supplements.", - { - "type": "entries", - "name": "Original Books", - "entries": [ - "This book is primarily a conversion of content from various supplements from 3.5e and 4e.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Libris Mortis", - "entries": [ - "Converted content from {@i Libris Mortis} (3.5e) appears in Chapters 1-3 and 6-8. This book was designed by Andy Collins and Bruce R. Cordell." - ] - }, - { - "type": "entries", - "name": "Open Grave", - "entries": [ - "Converted content from {@i Open Grave} (4e) appears in Chapters 1, 2, 4, and 7. This book was designed by Bruce R. Cordell, Eytan Bernstein, Brian R. James, Robin Laws, and John Snead." - ] - }, - { - "type": "entries", - "name": "Heroes of Shadow", - "entries": [ - "The blackguard class from {@i Player Options: Heroes of Shadow} (4e Essentials) appears in Chapter 5. This book was designed by Mike Mearls, Eytan Bernstein, Claudio Pozas, Robert J. Schwalb, Matt Sernett, Chris Sims, and Rodney Thompson." - ] - }, - { - "type": "entries", - "name": "Dead Gods", - "entries": [ - "Tenebrous from {@i Dead Gods} (2e) appears in Chapter 4. This book was written by Monte Cook." - ] - }, - { - "type": "entries", - "name": "Dark Sun Creature Catalog", - "entries": [ - "Dregoth from {@i Dark Sun Creature Catalog} (4e) appears in Chapter 4. This book was designed by Richard Baker, Ari Marmell, and Chris Sims." - ] - }, - { - "type": "entries", - "name": "City by the Silt Sea", - "entries": [ - "New Giustenal from {@i City by the Silt Sea} (2e) appears in Chapter 4. This book was designed by Shane Lacy Hensley." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Art Credits", - "entries": [ - "All art used in this document is taken from official books from 3.5e, 4e, and 5e, in accordance with the Wizards of the Coast Fan Content Policy.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Libris Mortis", - "entries": [ - "Dawn Murin (art director); Tom Kidd (cover artist); Thomas Baxa, Steve Belledin, Jeff Easley, Steve Ellis, Wayne England, Emmanuelle Hunter, Jeremy Jarvis, Chuck Lukacs, David Martin, Michael Phillippi, Steve Prescott, Wayne Reynolds, Brian Snoddy (interior artists); Dee Barnett, Dawn Murin, Trish Yochum (graphic designers)." - ] - }, - { - "type": "entries", - "name": "Open Grave", - "entries": [ - "Peter Whitley, Jon Schindehette (art directors); Chris Seaman (cover illustration); Emi Tanji, Breanne Miller (graphic designer); Thomas M. Baxa, Mark Behm, Steven Belledin, Daarken, Julie Dillon, Tomás Giorello, Goran Josic, Mazin Kassis, Matthias Kollros, Jake Masbruch, Peter McKinstry, Mats Minnigan, Sean Murray, Axel Rator, Wayne Reynolds, Daniel Rudnicki, Amanda Sartor, Angga Satriohadi, Georgi \"Calader\" Simeonov, Soutchay Soungpradith, David Sourwine, Anne Stokes, Amelia Stoner, Francis Tsai, Derk Venneman, Anthony Waters, Bruno Werneck, Eric L. Williams (interior illustrations)." - ] - }, - { - "type": "entries", - "name": "Heroes of Shadow", - "entries": [ - "The Blackguard and Vampire drawings used were drawn by Jim Nelson, William O'Connor, Marc Sasso, and Alberto Del Lago." - ] - }, - { - "type": "entries", - "name": "Explorer's Guide to Wildemount", - "entries": [ - "The Holy Symbol of Vecna art used was drawn by Claudio Pozas." - ] - }, - { - "type": "entries", - "name": "Monster Manual (4e)", - "entries": [ - "Angel of Decay: Dave Allsop." - ] - }, - { - "type": "entries", - "name": "Dark Sun Creature Catalog", - "entries": [ - "Dregoth: Adam Paquette." - ] - }, - { - "type": "entries", - "name": "City by the Silt Sea (2e)", - "entries": [ - "Absalom: Tom Baxa." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Badooga's Homebrew", - "entries": [ - "All of the 5e content presented in this document was converted or made by badooga. This also includes some flavor text for various monsters and items, as well as a few original additions or reimaginings of my own.", - "If you're interested in my other homebrew or just want to get in touch, check out {@link my socials|https://linktr.ee/badooga}, which include my GM Binder profile of finished homebrew and the PDF versions of them on Google Drive. Much of it is also available right here on 5eTools!", - "My favorite kind of 5e homebrew is making new monsters, but I've also dabbled in all sorts of content. Highlights include revised exploration rules, psion and warlord classes based on 4e, and a compendium of feats, maneuvers, and variant rules/features for martial characters." - ] - } - ] - }, - { - "type": "section", - "name": "Introduction", - "entries": [ - "Hushed voices tell spine-chilling tales of encounters with the walking dead and other unliving horrors. No other creatures have evoked such fear and fascination as this dreadful menagerie of malevolent spirits and mindless shells.", - "Along with a host of undead threats ranging from a mere tomb mote to the infamous deity Vecna, this unofficial 5e conversion provides customization options for unliving monsters and heroic champions of the living alike. Cults, spells, creature templates, artifacts, if it relates to undeath, there's a good chance you can find it here.", - { - "type": "entries", - "name": "Preface", - "entries": [ - "This conversion has been a longstanding project of mine. It started way back in 2019 when I was working on my {@link Elder Evils 5e|https://www.gmbinder.com/share/-LOB2b05vCsVZ_5ESE8X} conversion, when I noticed that a few of the monsters used there were based on content from Libris Mortis. I looked up Libris Mortis to help with that conversion, and I found myself fascinated by the content within, especially the undead grafts and undead cults.", - "So, I ultimately decided to do a conversion of Libris Mortis, which I would work on back and forth with Elder Evils whenever I'd get bored of the other. I completed the bestiary, spell lists, and cults, but then I got busy with other D&D homebrew, school, and life in general, so the blackguard, subclasses, and equipment chapters were completed at a snail's pace.", - "At some point in 2022, I discovered Open Grave, the 4e version of Libris Mortis. This book had a collection of cool monsters and templates that didn't appear in 3.5e, as well as an Undead Hall of Infamy with stat blocks for powerful undead that are well-known in D&D pop culture. I decided to add these to this conversion as well, as I felt that the additions rounded out the document quite nicely.", - "Of course, this almost doubled my workload, and eventually I decided to cut out the pre-made encounters and the undead variants so that I wouldn't burn myself out. So I eventually managed to convert the Open Grave content, polish up some existing material that wasn't up to my current standards, and then put this together in January 2023.", - "So now, I present to you this finished conversion, which is completely free to use in your campaign. I hope you enjoy!" - ] - }, - { - "type": "entries", - "name": "Using This Document", - "entries": [ - "This conversion is split into two parts: DM Options and Character Options. Each chapter's content is standalone from the rest of the conversion and can be used independently.", - { - "type": "entries", - "name": "DM Options", - "entries": [ - "These options relate to undead creatures and the dark powers they serve.", - "{@b Chapter 1} starts off with the Bestiary, a collection of undead stat blocks you can use in your campaign.", - "{@b Chapter 2} is an assortment of ghastly Creature Templates, which can be used to modify existing creatures to make them more powerful or varied. Most of the templates are accompanied by an example of them being applied to existing creatures.", - "{@b Chapter 3} provides information on six Cults of Undeath, including monster features to give to their members and an example NPC associated with the cult that you can use.", - "{@b Chapter 4} concludes this part with the Undead Hall of Infamy, which provides stat blocks for mighty deities and other champions of undeath from across the planes. These include the deities Tenebrous and Vecna, Vecna's heart Osterneth and his nemesis Kas, and the Athasian sorcerer-king Dregoth." - ] - }, - { - "type": "entries", - "name": "Character Options", - "entries": [ - "These options empower characters to control or combat necromantic creatures and magic.", - "{@b Chapter 5} starts off with the Blackguard, an antipaladin variant class that uses negative emotions to draw power from the Shadowfell, rather than a sacred oath. This option replaces the Oathbreaker subclass from the {@i Dungeon Master's Guide}.", - "{@b Chapter 6} presents subclasses for the bard, cleric, druid, fighter, and warlock that specialize in necromancy... or its destruction.", - "{@b Chapter 7} has magic items and other equipment used by, for, and against undead. This include undead grafts that replace your body parts in exchange for great unholy power, positoxin poisons infused with holy water that can damage fiends and undead, and sentient artifacts that fit well for use in necromancy-based campaigns.", - "{@b Chapter 8} concludes the document with an assortment of spells (mostly from the necromancy school). Highlights include a cantrip that allows you to puppet corpses, unholy auras that drain life force and weaken living creatures, and a beam that purges a target's blood vessels from its body and turns them into a web of veins that restrains nearby creatures." - ] - }, - { - "type": "statblock", - "tag": "variantrule", - "source": "LM", - "name": "Glossary", - "displayName": "Glossary", - "collapsed": false - } - ] - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 1: Bestiary", - "entries": [ - "This chapter offers a variety of new undead creatures, as well as a few that aren't undead but otherwise are intrinsically related to undeath and the unliving.", - "The creatures in this chapter are organized by their Challenge Rating in the table below.", - { - "type": "table", - "colLabels": [ - "CR", - "Creature" - ], - "colStyles": [ - "col-1 text-center", - "text-align-left col-11" - ], - "rows": [ - [ - "1/8", - "{@creature Tomb Mote|LM}" - ], - [ - "1", - "{@creature Vile Pet|LM}" - ], - [ - "2", - "{@creature Desiccator|LM}" - ], - [ - "2", - "{@creature Slaymate|LM}" - ], - [ - "3", - "{@creature Gravetouched Ghoul|LM}" - ], - [ - "3", - "{@creature Offalian|LM}" - ], - [ - "3", - "{@creature Quell|LM}" - ], - [ - "3", - "{@creature Skin Kite|LM}" - ], - [ - "4", - "{@creature Bloodrot|LM}" - ], - [ - "4", - "{@creature Skulking Cyst|LM}" - ], - [ - "4", - "{@creature Spectral Lyrist|LM}" - ], - [ - "5", - "{@creature Entomber|LM}" - ], - [ - "5", - "{@creature Osteopede|LM}" - ], - [ - "6", - "{@creature Bleakborn|LM}" - ], - [ - "6", - "{@creature Breathstealer|LM}" - ], - [ - "6", - "{@creature Cinderspawn|LM}" - ], - [ - "6", - "{@creature Dragonscale Slough|LM}" - ], - [ - "6", - "{@creature Plague Blight|LM}" - ], - [ - "7", - "{@creature Crypt Chanter|LM}" - ], - [ - "7", - "{@creature Angel of Decay|LM}" - ], - [ - "7", - "{@creature Atropal Scion|LM}" - ], - [ - "7", - "{@creature Moon Wraith|LM}" - ], - [ - "7", - "{@creature Skirr|LM}" - ], - [ - "7", - "{@creature Wheep|LM}" - ], - [ - "8", - "{@creature Blaspheme|LM}" - ], - [ - "9", - "{@creature Blood Amniote|LM}" - ], - [ - "9", - "{@creature Grave Dirt Golem|LM}" - ], - [ - "9", - "{@creature Hulking Corpse|LM}" - ], - [ - "9", - "{@creature Paralyth|LM}" - ], - [ - "12", - "{@creature Tainted Priest|LM}" - ], - [ - "12", - "{@creature Tombstone Golem|LM}" - ], - [ - "12", - "{@creature Oblivion Wraith|LM}" - ], - [ - "14", - "{@creature Bone Collector|LM}" - ], - [ - "16", - "{@creature Dream Vestige|LM}" - ], - [ - "17", - "{@creature Vortex Wraith|LM}" - ], - [ - "18", - "{@creature Rotvine Defiler|LM}" - ], - [ - "21", - "{@creature Discord Incarnate|LM}" - ] - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/gSslAgB.png" - } - }, - { - "type": "section", - "name": "Abominations", - "entries": [ - "Ageless though they are, immortals can die, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. When these beings stir, they come full of rage, craving only to spread destruction and despair.", - { - "type": "list", - "items": [ - "{@creature Atropal Scion|LM}", - "{@creature Rotvine Defiler|LM}", - "{@creature Discord Incarnate|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Atropal Scion", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Rotvine Defiler", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Discord Incarnate", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Blightspawn", - "entries": [ - "Putred and disgusting, blightspawn carry pestilence and sickness wherever they go, threatening to contaminate the living with their disease and poison if left unchecked.", - { - "type": "list", - "items": [ - "{@creature Skulking Cyst|LM}", - "{@creature Bleakborn|LM}", - "{@creature Plague Blight|LM}", - "{@creature Wheep|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Skulking Cyst", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Bleakborn", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Plague Blight", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Wheep", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Chaos Walkers", - "entries": [ - "When an elemental is violently destroyed, the remains may rise as a chaos walker that seeks to drain the living of the elemental energies it once possessed in life.", - { - "type": "list", - "items": [ - "{@creature Desiccator|LM}", - "{@creature Breathstealer|LM}", - "{@creature Cinderspawn|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Desiccator", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Breathstealer", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Cinderspawn", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Deathtritus", - "entries": [ - "The presence of necrotic energy can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus.", - { - "type": "list", - "items": [ - "{@creature Tomb Mote|LM}", - "{@creature Offalian|LM}", - "{@creature Osteopede|LM}", - "{@creature Dragonscale Slough|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Tomb Mote", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Offalian", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Osteopede", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Dragonscale Slough", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Dread Brutes", - "entries": [ - "Dread brutes are unholy corpses or constructs animated to wield their overwhelming strength for labor, protection, or most commonly, violence and destruction.", - { - "type": "list", - "items": [ - "{@creature Hulking Corpse|LM}", - "{@creature Grave Dirt Golem|LM}", - "{@creature Tombstone Golem|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Hulking Corpse", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Grave Dirt Golem", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Tombstone Golem", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Oozes", - "entries": [ - "Infused with necrotic energy, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths.", - { - "type": "list", - "items": [ - "{@creature Bloodrot|LM}", - "{@creature Blood Amniote|LM}", - "{@creature Bone Collector|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Bloodrot", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Blood Amniote", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Bone Collector", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Servants of Darkness", - "entries": [ - "While most undead act on instinct or impulse, some have been created to serve a higher purpose, to help enact a dark design set forth by a deity, necromancer, or more intelligent undead.", - { - "type": "list", - "items": [ - "{@creature Angel of Decay|LM}", - "{@creature Blaspheme|LM}", - "{@creature Gravetouched Ghoul|LM}", - "{@creature Entomber|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Angel of Decay", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Blaspheme", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Gravetouched Ghoul", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Entomber", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Spirits", - "entries": [ - "Infused by dark emotions and binding necrotic energy, undead spirits wander the world's shadowy corners and crevices, persisting in a tormented, shadowy state of existence.", - { - "type": "list", - "items": [ - "{@creature Quell|LM}", - "{@creature Spectral Lyrist|LM}", - "{@creature Crypt Chanter|LM}", - "{@creature Dream Vestige|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Quell", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Spectral Lyrist", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Crypt Chanter", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Dream Vestige", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Undead Aviary", - "entries": [ - "Most undead are land-bound, but a few can take to the skies, spreading corruption and death on the wing.", - { - "type": "list", - "items": [ - "{@creature Skin Kite|LM}", - "{@creature Skirr|LM}", - "{@creature Paralyth|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Skin Kite", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Skirr", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Paralyth", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Unrisen", - "entries": [ - "Magic go awry, and when the magic is {@i raise dead} or a similar resurrection spell, the results can be grim. The spell might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing\u2014it returns as an unrisen.", - { - "type": "list", - "items": [ - "{@creature Vile Pet|LM}", - "{@creature Slaymate|LM}", - "{@creature Tainted Priest|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Vile Pet", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Slaymate", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Tainted Priest", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "section", - "name": "Wraiths", - "entries": [ - "Wraiths hate the living and seek to create more of their kind by killing mortals they encounter. They are joyless beings that dwell in the darkness.", - { - "type": "list", - "items": [ - "{@creature Moon Wraith|LM}", - "{@creature Oblivion Wraith|LM}", - "{@creature Vortex Wraith|LM}" - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Moon Wraith", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Oblivion Wraith", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "creature", - "name": "Vortex Wraith", - "source": "LM", - "collapsed": true - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 2: Creature Templates", - "entries": [ - "Undead come in as many varieties as there are phobias and nightmares. The templates here transform living creatures into servants of undead (or undead themselves) and adapt existing undead into even more horrifying and potent creatures.", - { - "type": "section", - "name": "Ghost Brute", - "entries": [ - "Ghost brutes are the spectral remnants of animals, magical beasts, sentient plants, and other creatures without enough Intelligence to become normal ghosts. They drift aimlessly, haunting the places where they died and moaning in endless misery.", - "A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid's animal companion. In most cases, laying the associated being to rest also puts an end to the ghost brute.", - "However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "In addition to serving intelligent ghosts, ghost brutes work well as companions to necromancers and evil cultists. A brute's incorporeal nature allows it to guard enclosed spaces easily, and prevents the need for its master to keep it alive or maintain its corpse. Owls and other birds that become ghost brutes are also very effective as familiars for those unafraid to associate with undeath.", - "In a rare case, a pack of ghost brutes might terrorize a small settlement or two. The high concentration of unliving spirits in a small area may attract the attention of sinister forces that may use it to their advantage, which is all the more reason for such a threat to be dealt with as soon as possible." - ] - }, - { - "type": "entries", - "name": "Ghost Brute Template", - "entries": [ - "Only an unaligned beast or plant can become a ghost brute, although the DM may allow creatures of other alignments to become ghost brutes as appropriate. When a living creature (referred to as the base creature) is transformed into a ghost brute, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The ghost brute is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The ghost brute's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The ghost brute's walking speed is set to 0, and it loses all other forms of movement. It then gains a magical flying speed of 40 feet, and it can hover." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The ghost brute's Charisma score is set to its Strength or Dexterity score (whichever is higher). Its Strength score is then halved, to a minimum of 1." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The ghost brute has the same vulnerabilities, resistances, and immunities as a ghost (MM 147). None of the vulnerabilities, resistances, or immunities from the base creature are preserved." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The ghost brute can't be charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The ghost brute gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the ghost brute does not gain darkvision." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The ghost brute loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The ghost brute might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the ghost brute retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The ghost brute gains the traits below.", - { - "type": "entries", - "name": "Ethereal Sight", - "entries": [ - "The ghost brute can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." - ] - }, - { - "type": "entries", - "name": "Incorporeal Movement", - "entries": [ - "The ghost brute can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." - ] - }, - { - "type": "entries", - "name": "Withering Touch", - "entries": [ - "The ghost brute's attacks deal necrotic damage instead of their normal damage type." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The ghost brute gains the action options below.", - { - "type": "entries", - "name": "Etherealness", - "entries": [ - "The ghost brute enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." - ] - }, - { - "type": "entries", - "name": "Bloodcurling Howl (Recharge 6)", - "entries": [ - "The mournful howling of the ghost brute chills the living to the core. Each living creature within 30 feet of the ghost brute that can hear it must succeed on a Wisdom saving throw (DC 8 + the ghost brute's proficiency bonus + its Charisma modifier) or be frightened for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute's Bloodcurling Howl for the next 24 hours." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Ghost Hound|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Ghost Hound", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Half-Vampire", - "entries": [ - "In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with a humanoid, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid who barely survives a vampire's bite attack, the child may be born \"tainted\" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead.", - "A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.", - "Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.", - "Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "As humanoids, half-vampires can be as varied and interesting as any other intelligent creature type. Most end up becoming servants of fully blooded vampires, but others may choose to rebel against their bloodline and hunt down their undead brethren to serve the greater good.", - "Most notable half-vampires keep their heritage secret, the reveal of which may make a great twist or plot point in your campaign. Meanwhile, half-vampires that openly embrace their bloodline typically become leaders and warlords amongst the normal humanoids of their kind, whether due to their Charm ability, their natural charismatic nature, or both." - ] - }, - { - "type": "entries", - "name": "Half-Vampire Template", - "entries": [ - "Only a humanoid can be born as a half-vampire, although the DM may allow creatures of other types to be half-vampires as appropriate. When a living creature (referred to as the base creature) is born as a half-vampire, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The half-vampire's Charisma score increases by 2, to a maximum of 22." - ] - }, - { - "type": "entries", - "name": "Damage Resistances", - "entries": [ - "The half-vampire gains resistance to necrotic damage." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The half-vampire gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the half-vampire does not gain darkvision." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The half-vampire gains the traits below.", - { - "type": "entries", - "name": "Regeneration", - "entries": [ - "The half-vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the half-vampire takes radiant damage, this trait doesn't function at the start of the half-vampire's next turn." - ] - }, - { - "type": "entries", - "name": "Sunlight Sensitivity", - "entries": [ - "While in sunlight, the half-vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The half-vampire gains the action options below.", - { - "type": "entries", - "name": "Multiattack", - "entries": [ - "The half-vampire makes two claw attacks. It can substitute one of these attacks with a bite attack." - ] - }, - { - "type": "entries", - "name": "Bite", - "entries": [ - "If the base creature already has a Bite action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals piercing damage to one target that is grappled by the half-vampire, incapacitated, or restrained. The damage dice of the attack is equal to one of the half-vampire's hit dice.", - "The target also takes necrotic damage equal to two of the half-vampire's hit dice. The target suffers health drain equal to the necrotic damage taken, and the vampire regains hit points equal to that amount." - ] - }, - { - "type": "entries", - "name": "Claws", - "entries": [ - "If the base creature already has a Claw or Claws action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals slashing damage to one target, with its damage dice being equal to one of the half-vampire's hit dice. Instead of dealing damage, the half-vampire can grapple the target (escape DC 10 + the half-vampire's Strength modifier)." - ] - }, - { - "type": "entries", - "name": "Charm", - "entries": [ - "The half-vampire targets one humanoid it can see within 30 feet of it. If the target can see the half-vampire, the target must succeed on a Wisdom saving throw (DC 8 + the half-vampire's proficiency bonus + its Charisma modifier) against this magic or be charmed by the half-vampire. The charmed target regards the half-vampire as a trusted friend to be heeded and protected. Although the target isn't under the half-vampire's control, it takes the half-vampire's requests or actions in the most favorable way it can.", - "If the half-vampire or the half-vampire's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the half-vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Half-Vampire Gnoll Pack Lord|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Half-Vampire Gnoll Pack Lord", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Hooded Pupil", - "entries": [ - "A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life.", - "Hooded pupils usually are found serving an \"apprenticeship\" with a more powerful intelligent undead. The undead master sometimes has need for living servants to advance its ends in societies of the living. On the other hand, the living pupil sees firsthand what it means to fully embrace the darkness.", - "Hooded pupils are usually only created when a powerful undead bequeaths a secret of necromancy to one who accepts its truth. As testament to their apprenticeship, hooded pupils are most often dressed in some sort of ominous hooded mantle.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "As apprentices of intelligent undead, hooded pupils usually stick close to their master, watching as they proceed with their experiments or advance their plans. On occasion, a hooded pupil might be sent out to gain some real world experience or to carry out a delicate stage of its master's plans. If the party encounters the pupil during such a stage, the pupil will most likely attempt to retreat and inform its master of this threat.", - "On occasion, a hooded pupil might act on its own due to the destruction or unavailability of its master. Orphaned pupils like these use the skills they learned to become leaders of cults and other organizations that serve the interests of their master, posthumously or otherwise." - ] - }, - { - "type": "entries", - "name": "Hooded Pupil Template", - "entries": [ - "Only a humanoid or giant may become a hooded pupil, although the DM may allow creatures of other types to become hooded pupils as appropriate. When a living creature (referred to as the base creature) becomes a hooded pupil, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The hooded pupil's Charisma score increases by 2, to a maximum of 22 and a minimum of 14." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The outermost layers of the hooded pupil's skin thickens into an all-encompassing yellow callus, granting the hooded pupil natural armor and a +2 bonus to AC." - ] - }, - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The hooded pupil gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The hooded pupil gains a magical flying speed of 20 feet." - ] - }, - { - "type": "entries", - "name": "Skills", - "entries": [ - "The hooded pupil gains proficiency in Arcana and Religion." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The hooded pupil gains resistance to cold and necrotic damage." - ] - }, - { - "type": "entries", - "name": "Undying Nature", - "entries": [ - "The hooded pupil can hold its breath indefinitely, and it doesn't require food, water, or sleep. It also doesn't suffer from exhaustion." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The hooded pupil gains the traits below.", - { - "type": "entries", - "name": "Innate Spellcasting", - "entries": [ - "The hooded pupil chooses four necromancy spells: one cantrip, one 1st-level spell, one 2nd or 3rd-level spell, and one 3rd or 4th-level spell. It can cast the first two spells at will, the third spell twice per day, and the fourth spell once per day. Charisma is the hooded pupil's innate spellcasting ability for these spells." - ] - }, - { - "type": "entries", - "name": "Unholy Weapons", - "entries": [ - "The hooded pupil's weapon attacks are magical. When the hooded pupil hits with any weapon, the weapon deals an extra 2d6 necrotic damage." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The hooded pupil gains one of the bonus action options below.", - { - "type": "entries", - "name": "Create Undead", - "entries": [ - "The hooded pupil magically summons a skeleton or zombie in an unoccupied space within 30 feet of it. Undead summoned in this way act on the same initiative count and follow the hooded pupil's order to the best of their ability. The hooded pupil can have up to five undead summoned by this ability at a time, and any undead summoned by this ability crumbles into dust after 1 minute." - ] - }, - { - "type": "entries", - "name": "Drink Blood (Recharge 5-6)", - "entries": [ - "The hooded pupil can suck or drink blood from the wounds of a creature within its reach that doesn't have all of its hit points. The creature must willing, grappled by the hooded pupil or one of its allies, incapacitated, or restrained. Roll a d6 a number of times equal to the base creature's Challenge Rating. The target takes necrotic damage and suffers health drain equal to the total, and the hooded pupil regains hit points equal to the damage dealt." - ] - }, - { - "type": "entries", - "name": "Shadow Form (Recharge 4-6)", - "entries": [ - "The hooded pupil magically transforms into an amorphous mass of darkness until the end of the turn. During this time, the hooded pupil is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the hooded pupil remain in its possession." - ] - }, - { - "type": "entries", - "name": "Weakening Burst (Recharge 5-6)", - "entries": [ - "The hooded pupil emits a burst of negative energy. Roll a d6 a number of times equal to half the base creature's Challenge Rating. Each living creature within 30 feet of the pupil takes necrotic damage equal to the total of the d6s (Constitution save for half, DC 8 + the hooded pupil's proficiency bonus + its Charisma modifier). If the saving throw fails by 5 or more, a target also can't regain hit points and has its speed halved until the end of the hooded pupil's next turn." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Hooded Pupil Ettin|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Hooded Pupil Ettin", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Mummified Creature", - "entries": [ - "Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning spirit of vengeance, hunting those who desecrated the site it was tasked to defend.", - "A mummy appears withered and desiccated, its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages. Symbols of the deity it once served often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Mummies can be used as a basic enemy type in a variety of situations. Mummies with an Intelligence score of 7 or less are typically used as servants for intelligent undead or otherwise end up being fodder for your party to deal with in a straightforward manner. The mummy's specific purpose ultimately depends on the reason behind its preservation, but all mummified creatures follow the specific instructions laid out by its creator when possible.", - "When a mummified creature has an Intelligence score of 8 or higher, its mental facilities are typically used to lead other mummies in order to carry out their master's instructions more effectively. Sometimes an exceptionally intelligent mummy can break free of the site it guards and become a powerful force of evil in its own right (see the sidebar below)." - ] - }, - { - "type": "entries", - "name": "Mummified Creature Template", - "entries": [ - "Only a Huge or smaller giant, humanoid, or monstrosity may become a mummified creature, although the DM may allow creatures of other types to be mummified as appropriate. When a living creature (referred to as the base creature) is transformed into a mummy, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The mummy is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The mummy's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The mummy gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The mummy's speed is reduced by 10 feet." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The mummy's Strength and Charisma scores are each increased by 2, to a maximum of 22 and to a minimum of 13. Its Dexterity and Intelligence scores are each decreased by 2, to a minimum of 4." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The mummy gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The mummy is also immune to necrotic and poison damage, and it is vulnerable to fire damage. None of the vulnerabilities, resistances, or immunities from the base creature are preserved." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The mummy can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The mummy gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the mummy does not gain darkvision." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The mummy loses any trait, such as Amphibious, that assumes a living physiology. The mummy might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the mummy retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The mummy gains the traits below.", - { - "type": "entries", - "name": "Mummy Rot", - "entries": [ - "When the mummy hits a creature with a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), the attack deals an additional 10 (3d6) necrotic damage, and the target must succeed on a Constitution saving throw (8 + the mummy's proficiency bonus + its Constitution modifier) or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@i remove curse} spell or similar magic." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The mummy gains the action options below.", - { - "type": "entries", - "name": "Multiattack", - "entries": [ - "If the base creature already had the Multiattack action, it can keep it; additionally, the mummy can forgo one attack per turn to use Dreadful Glare. Otherwise, the mummy can use its Dreadful Glare and makes one attack with its rotting fist." - ] - }, - { - "type": "entries", - "name": "Fist", - "entries": [ - "If the base creature already had a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it doesn't gain this action. Otherwise, this attack uses the mummy's Strength modifier to determine its attack bonus and damage. This attack deals bludgeoning damage to one target, with its damage dice being equal to two of the mummy's hit dice." - ] - }, - { - "type": "entries", - "name": "Dreadful Glare", - "entries": [ - "The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Wisdom saving throw (DC 8 + the mummy's proficiency bonus + its Charisma modifier) against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.", - { - "type": "inset", - "name": "From Free Mummy to Mummmy Lord", - "entries": [ - "When an intelligent mummy breaks free of the temple or tomb it guards, it becomes a free mummy that can wander anywhere of its own choosing. Since the threat of most mummies and mummy lords are confined to the site they were buried at, most organizations are unprepared for the rise of a free mummy and any army it creates. As such, even the most bitter organizations will find themselves putting aside their differences if it means that the free mummy is destroyed as soon as possible.", - "When a free mummy first emerges, its most likely course of action is to find a way to ascend to mummy lord status. Assuming its preserved heart has been lost to time along with its other organs, a free mummy will seek out the proper materials to craft an artificial heart. It then seeks out or reanimates a priest that can magically bind the mummy to its new heart.", - "However, this process tends to be imperfect, requiring the newly created mummy lord to sustain its heart with regular human sacrifices, much like a lich would require. The frequency of sacrifices begins to increase over time, and soon enough the mummy lord finds itself raising an army to slaughter settlement upon settlement in a desperate attempt to cling to its final remnants of unlife." - ] - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Mummified Ogre|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Mummified Ogre", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Necromental", - "entries": [ - "A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Necromentals make great servants for spellcasters specialized in the schools of conjuration and necromancy. They also work well as enemies in the Elemental Chaos or on other planes of existence where humanoid undead aren't nearly as common.", - "While normal elementals won't treat them any differently, intelligent elementals and primordials have great disdain for necromentals and will attack them on sight." - ] - }, - { - "type": "entries", - "name": "Necromental Template", - "entries": [ - "Only an elemental may become a necromental. When an elemental (referred to as the base creature) is transformed into a necromental, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The necromental is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The necromental's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The necromental gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The necromental's Intelligence and Charisma scores are each halved, to a minimum of 1." - ] - }, - { - "type": "entries", - "name": "Damage Immunities", - "entries": [ - "The necromental gains immunity to necrotic and poison damage." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The necromental can't be poisoned or unconscious. It also doesn't suffer from exhaustion." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The necromental gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necromental does not gain darkvision." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The necromental gains the traits below.", - { - "type": "entries", - "name": "Create Spawn", - "entries": [ - "An elemental slain by the necromental rises as a necromental after 24 hours." - ] - }, - { - "type": "entries", - "name": "Life Draining Aura", - "entries": [ - "At the start of each of the necromental's turns, each creature within 15 feet of it must succeed on a Constitution saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifer) or take necrotic damage equal to two of the necromental's hit dice. A target also suffers health drain equal to the damage taken." - ] - }, - { - "type": "entries", - "name": "Touch of Death", - "entries": [ - "When the necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The necromental gains one of the action options below.", - { - "type": "entries", - "name": "Disrupt Life (Recharge 5-6)", - "entries": [ - "Each living creature within 15 feet of the necromental takes necrotic damage equal to four of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier)." - ] - }, - { - "type": "entries", - "name": "Steal Life (Recharge 5-6)", - "entries": [ - "The necromental sucks the life force out of everything within a 15-foot cone. Each living creature in the area takes necrotic damage equal to two of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier). The necromental regains hit points equal to the total damage dealt to all targets." - ] - }, - { - "type": "entries", - "name": "Weaken (Recharge 5-6)", - "entries": [ - "The necromental targets one or more living creatures it can see within 10 feet of it. Each target must make a Wisdom saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifier) against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute (save ends)." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Earth Necromental|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Earth Necromental", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Necropolitan", - "entries": [ - "Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration (see below).", - "A necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "While necropolitan aren't inherently evil, many factions in your campaign would seek to destroy them if they discovered the existence of these undead." - ] - }, - { - "type": "entries", - "name": "Necropolitan Template", - "entries": [ - "Only a humanoid, or monstrosity may become a necropolitan, although the DM may allow creatures of other types to become a necropolitan as appropriate. When a living creature (referred to as the base creature) is transformed into a necropolitan, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The necropolitan is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The necropolitan's Constitution score increases by 2, to a maximum of 22." - ] - }, - { - "type": "entries", - "name": "Damage Immunities", - "entries": [ - "The necropolitan is immune to cold, necrotic, and poison damage." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The necropolitan can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion." - ] - }, - { - "type": "entries", - "name": "Skills", - "entries": [ - "The necropolitan gains expertise with two skills of its choice, which means its proficiency bonus is doubled for any ability check it makes with it." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The necropolitan gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necropolitan does not gain darkvision." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The necropolitan loses any trait, such as Amphibious, that assumes a living physiology. The necropolitan might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional traits as described in the sections below. Otherwise, the necropolitan retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The necropolitan gains the traits below.", - { - "type": "entries", - "name": "Aversion of Radiance", - "entries": [ - "If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." - ] - }, - { - "type": "entries", - "name": "Clarity of Death", - "entries": [ - "The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior." - ] - }, - { - "type": "entries", - "name": "Magic Resistance", - "entries": [ - "The necropolitan has advantage on saving throws against spells and other magical effects." - ] - }, - { - "type": "entries", - "name": "Negative Energy Absorption", - "entries": [ - "Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt." - ] - }, - { - "type": "entries", - "name": "Turn Resistance", - "entries": [ - "The necropolitan has advantage on saving throws against effects that turn undead." - ] - }, - { - "type": "entries", - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead.", - { - "type": "inset", - "name": "Ritual of Crucimigration", - "entries": [ - "Any humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.", - "{@b The Ritual:} The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back-the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.", - "The ceremony lasts for 24 hours\u2014the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner's last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.", - "If the ritual is interrupted before it is completed, the petitioner is merely dead." - ] - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Necropolitan Mage|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Necropolitan Mage", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Swarm-Shifter", - "entries": [ - "The vampire that explodes into a flock of bats, the mummy that crumbles into a pile of scorpions\u2014these are swarm-shifters, undead that have been granted the dark power to become swarms.", - "A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their form of undeath.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "The swarm-shifter template is primarily a mechanical tool to make an encounter memorable, rather than a narrative tool to make unique villains. However, the ability to turn into a swarm may also allow an undead to easily spy or scout out areas without being detected.", - "Swarm-shifters are also adept at using their swarm form to escape, which can be used to establish reoccurring villains in your campaign." - ] - }, - { - "type": "entries", - "name": "Swarm-Shifter Template", - "entries": [ - "Only an undead creature can become a swarm-shifter. When an undead (referred to as the base creature) becomes a swarm-shifter, it gains the Shapechanger trait below. Note that unlike most templates, an undead can potentially acquire this template more than once, gaining a new swarm option with each application.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Shapechanger", - "entries": [ - "The swarm-shifter can use its bonus action to polymorph into a swarm of undead creatures, chosen from the list of options below when this template was applied. The swarm-shifter can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The swarm-shifter reverts to its true form if it dies or falls unconscious. The swarm-shifter can revert to its true form using a bonus action on its turn.", - "While in a new form, the swarm-shifter retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks. It loses any attack that relies on the use of its equipment or normal body, and it can cast its spells with verbal or somatic components in its new form.", - "The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. The swarm-shifter can choose to use one of its normal attack bonuses or saving throw DCs in place of an attack bonus or saving throw DC of the new form, respectively. Additionally, the swarm-shifter can choose to keep its original size, or it can become the size denoted in the new form's statistics." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Swarm Options", - "entries": [ - "When selecting a swarm-shifter option, any swarm of Tiny beasts or undead with an Intelligence score of 5 or less may qualify. In addition, the stat blocks below are designed to work well in tandem with the swarm-shifter template:", - { - "type": "list", - "items": [ - "{@creature Bloodmote Cloud|LM}", - "{@creature Swarm of Leeches|LM}", - "{@creature Swarm of Scorpions|LM}", - "{@creature Swarm of Tomb Motes|LM}", - "{@creature Swarm of Worms|LM}" - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Scorpion-Shifter Mummy|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Scorpion-Shifter Mummy", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Umbral Creature", - "entries": [ - "Like shadows, umbral creatures are creatures of living darkness. They hate life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents.", - "An umbral creature looks like a shadowy version of a material creature, and it may easily be mistaken for a living creature from the Plane of Shadow. Umbral creatures are diffi cult to see in dark or gloomy areas, but they stand out starkly in brightly illuminated places.", - "Natural enemies of all that live, umbral creatures are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them.", - { - "type": "entries", - "name": "Umbral Creature Template", - "entries": [ - "Only an aberration, dragon, giant, beast, or monstrosity may become an umbral creature; humanoids become shadows (MM 269) instead. When a living creature (referred to as the base creature) becomes an umbral creature, it retains its statistics except as described below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Type", - "entries": [ - "The umbral creature is an undead, and it doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Armor Class", - "entries": [ - "The umbral creature's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had." - ] - }, - { - "type": "entries", - "name": "Speed", - "entries": [ - "The umbral creature's walking speed increases by 10 feet, and it loses all other forms of movement." - ] - }, - { - "type": "entries", - "name": "Ability Score Adjustment", - "entries": [ - "The umbral creature's Dexterity score increases by 2, to a maximum of 22 and a minimum of 14. However, if its Strength score is higher than its new Dexterity score, the umbral creature's Dexterity rises to match its Strength. Its Strength score is then halved, to a minimum of 1." - ] - }, - { - "type": "entries", - "name": "Damage Vulnerabilities, Resistances, and Immunities", - "entries": [ - "The umbral creature has the same vulnerabilities, resistances, and immunities as a shadow (MM 269). None of the vulnerabilities, resistances, or immunities from the base creature are preserved." - ] - }, - { - "type": "entries", - "name": "Condition Immunities", - "entries": [ - "The umbral creature can't be frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion." - ] - }, - { - "type": "entries", - "name": "Senses", - "entries": [ - "The umbral creature gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. The umbral creature loses all other senses." - ] - }, - { - "type": "entries", - "name": "Traits, Actions, and Proficiencies", - "entries": [ - "The umbral creature loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The umbral creature might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the umbral creature retains the base creature's proficiencies, actions, and traits." - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Traits", - "entries": [ - "The target gains the following traits.", - { - "type": "entries", - "name": "Amorphous", - "entries": [ - "The umbral creature can move through a space as narrow as 1 inch wide without squeezing." - ] - }, - { - "type": "entries", - "name": "Create Spawn", - "entries": [ - "When a non-evil humanoid is slain by the umbral creature, a shadow rises from its corpse 1d4 hours later." - ] - }, - { - "type": "entries", - "name": "Shadow Stealth", - "entries": [ - "While in dim light or darkness, the umbral creature can take the Hide action as a bonus action, and its proficiency bonus is doubled for any check it makes using the Stealth skill." - ] - }, - { - "type": "entries", - "name": "Strength Drain", - "entries": [ - "When the umbral creature deals damage to a creature, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." - ] - }, - { - "type": "entries", - "name": "Sunlight Weakness", - "entries": [ - "While in sunlight, the umbral creature has disadvantage on attack rolls, ability checks, and saving throws." - ] - }, - { - "type": "variant", - "name": "Strength Drain", - "entries": [ - "When making an umbral creature, remember that the Strength Drain feature is very potent, and can kill even the strongest of parties in certain circumstances. For instance, an umbral {@creature roper} would make five attacks per turn, meaning that it could easily drain an entire adventuring party of its Strength in two or three turns.", - "If you find the Strength Drain feature to be too overbearing (whether on an umbral creature or a {@creature shadow}), consider using the alternative feature below.", - { - "type": "entries", - "entries": [ - { - "name": "Enfeebling Touch", - "type": "entries", - "entries": [ - "When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength." - ] - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Abilities", - "entries": [ - "The target gains the following action option.", - { - "type": "entries", - "name": "Withering Touch", - "entries": [ - "If the base creature already had access to a melee weapon attack, it doesn't gain this action; if the attack is made with a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it deals necrotic damage instead of its normal damage type, while if it is made with a manufactured weapon, the attack deals additional necrotic damage equal to one of the umbral creature's hit dice. Otherwise, this attack uses the umbral creature's Dexterity modifier to determine its attack bonus and damage. This attack deals necrotic damage to one creature, with its damage dice being equal to two of the umbral creature's hit dice." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Example Creature", - "entries": [ - "{@creature Umbral Displacer Beast|LM}", - { - "type": "statblock", - "tag": "creature", - "name": "Umbral Displacer Beast", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Minor Templates", - "entries": [ - "The templates in this section function identically to the ones listed earlier, but include only a handful of features and do not have any campaign advice or sample stat blocks associated with them.", - { - "type": "entries", - "name": "Deathhunger", - "entries": [ - "Deathhunger cratures have an insatiable appetite for death that drives them to utterly consume their prey. A deathhunger grows in power with each creature it slays. Deathhunger increases a creature's toughness and ferocity. Most creatures consider deathhunger to be a curse even for undead because it drives the afflicted into a mindless rage.", - "Most deathhungers are undead, but any creature can become one if it has been exposed to the curse for too long.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Hit Dice", - "entries": [ - "The deathhunger gains 3 more hit dice, which increases its maximum hit points." - ] - }, - { - "type": "entries", - "name": "Bloodied Ferocity", - "entries": [ - "While it is bloodied, the deathhunger has advantage on all attack rolls and ability checks." - ] - }, - { - "type": "entries", - "name": "Consume (1/Turn)", - "entries": [ - "When the deathhunger deals damage to a bloodied creature with a melee attack, it partially consumes the target, regaining hit points equal to the damage dealt. The target also suffers health drain equal to the damage taken." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Guardian of the Dead", - "entries": [ - "Guardians of the dead take a variety of forms and can be of any creature type, but each is tasked by way of curse, hex, or sacred promise to guard a tomb, treasure, or resting place from would-be grave robbers and adventurers.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Alert", - "entries": [ - "The guardian has advantage on initiative rolls and Wisdom (Perception) checks." - ] - }, - { - "type": "entries", - "name": "Death Mark (1/Turn)", - "entries": [ - "When the guardian hits a creature with an attack roll, it is marked for death until the start of the guardian's next turn. While marked, the target has disadvantage on any attack roll that isn't against the guardian, and when the target hits a creature other than the guardian with an attack, the target takes necrotic damage equal to two of the guardian's hit dice." - ] - }, - { - "type": "entries", - "name": "Shrug it Off (Reaction)", - "entries": [ - "The guardian halves the damage that it takes from an attack that hits it. The guardian must be able to see the attacker." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Plague Spreader", - "entries": [ - "Dead bodies are a potent vector for a plague to spead across the land. When these corpses rise as undead, they become agents of the plague, spreading infection through their diseased touch.", - "Most plague spreaders are undead, but rarely a humanoid can survive being a plague spreader for an extended period of time, allowing it to spread its disease (accidentally or otherwise) throughout the unexpecting population of the settlement it lives in.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Contagion (1/Turn)", - "entries": [ - "When the plague spreader deals necrotic damage to a creature, hits it with a melee attack, or touches it as an action, the target suffers the effects of the {@i contagion} spell (save DC 8 + the plague spreader's proficiency bonus + its Constitution modifier). The effect always inflicts the same disease as chosen by the DM before the encounter." - ] - }, - { - "type": "entries", - "name": "Contaminating Presence", - "entries": [ - "Creatures within 30 feet of the plague spreader have disadvantage on all Constitution saving throws. If a creature is immune to poison or disease, it must be within 10 feet of the plague speader instead." - ] - }, - { - "type": "entries", - "name": "Diseased Body", - "entries": [ - "A creature that touches the plague spreader or hits it with a melee attack while within 5 feet of it takes necrotic damage equal to two of the plague spreader's hit dice." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Tomb Tainted", - "entries": [ - "Whether born under a dark star or touched too many times by the hand of the undead, this living creature has been tainted by the grave. The creature has sallow skin, receding gums, bloodshot, watery eyes, and elongated yellow fingernails\u2014all signs of its connection to the dead.", - "Most tomb tainted creatures are humanoids, but if it dies and is reanimated as an undead, a tomb tainted still retains all of the special features below.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Tainted Form", - "entries": [ - "The tomb tainted is immune to necrotic and poison damage, as well as the exhaustion and poisoned conditions. In addition, the tomb tainted doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Deathly Aura", - "entries": [ - "The tomb tainted can enable or disable this trait as a bonus action. While active, any living creature within 30 feet of the tomb tainted can't regain hit points and has disadvantage on saving throws against necrotic damage." - ] - }, - { - "type": "entries", - "name": "Power of the Grave", - "entries": [ - "The tomb tainted has advantage on all Constitution and death saving throws. While bloodied, it also regains hit points equal to twice its Constitution modifier at the start of each of its turns.", - { - "type": "inset", - "name": "Extra Creature Templates", - "entries": [ - "For more creature templates, including a Shadow Dweller template that may work well in an undead-related campaign, check out {@link Badooga's Monster Guidelines|https://www.gmbinder.com/share/-Lyr4Z6BYE3OCJDK6mr9}, the ultimate guide to monster and encounter design in 5e." - ] - } - ] - } - ] - } - ] - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 3: Cults of Undeath", - "entries": [ - "Whether symbolized by the seductive nature of the vampire or the sheer power of the lich, the undead have an undeniable draw to the living. Over the centuries, innumerable cults, conclaves, and organizations have sprung up dedicated to or led by the walking dead. Six such groups are detailed below for inclusion in your game. Each description includes notes on incorporating the cult into your campaign, two necromantic boons that can be granted to notable members of the cult, and a sample NPC affiliated with the group.", - { - "type": "list", - "items": [ - "{@cult Academy Necromica|LM}", - "{@cult Blood Scion Heresy|LM}", - "{@cult Eyes of Vecna|LM}", - "{@cult Lurkers in Shadow|LM}", - "{@cult Minions of the Skull|LM}", - "{@cult The Ruby Order|LM}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/AKv8Hbt.png" - } - }, - { - "type": "section", - "name": "Academy Necromica", - "entries": [ - "The Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Xilian, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Xilian slowly built up the organization, hand-picking members from those who respected (or worshiped) the power of death and undeath. Soon she had a cadre of necromancers, evil priests, and professional killers.", - "But the Academy was infiltrated by a paladin named Rion, who used his knowledge of the group's inner workings to organize an assault by those who opposed them. Most of the Necromicans (as the Academy's members call themselves) were destroyed, and Xilian herself was on death's door when loyal minions spirited her away.", - "From the ashes of the Academy's worst failure came its first great success. Unable to repair Master Xilian's horribly broken body, the necromancers instead performed an unspeakable process upon her, turning her into a lich. With a newfound lease on unlife, Xilian swore vengeance upon her enemies. She knew that patience was her ally, and over the next century, quietly built up a secret but powerful organization dedicated to death and evil. Now, the time to strike approaches near, yet she hesitates, fearing the possibility of another setback.", - "Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Xilian, the Master of the Academy and a powerful necromancer in her own right. As the organization's founder and most powerful member, Xilian is possessed of a patience born of more than a century of unlife. She does not take unnecessary risks, though she also knows the value of personal involvement in times of crisis. She spends most of her time teaching the students of the Academy, as well as crafting long-range plans for the organization's future.", - "As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, specters, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more... hands-on.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Unless you run an evil-oriented campaign, the Academy Necromica probably works best as an adversary for your party. The characters might come across rumors of a ring of graverobbers or bodysnatchers, which in turn could lead them to discover the Academy's more vile activities. Alternatively, the Academy might target one of the party members as a likely candidate for vampirism or similar undead transformation, hoping that experiencing death will make the character friendlier to their aims. Or maybe one or more characters are aligned with the forces that brought Xilian and her Academy down the first time. If you have a non-good necromancer in the party, the Academy might even attempt recruitment, but only after confirming the character's disposition towards undeath.", - "It's probably best not to pit the character directly against the Academy at lower levels. The higher-ranking members (such as Xilian or Uther Kyush, described below) could certainly defeat a low-level party of adventurers singlehandedly, and neither would hesitate to eliminate a serious threat to the organization." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Members of the Academy Necromica learn various methods and techniques that allow them to enhance their magic and their ability to deal necrotic damage.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Grave Magic", - "entries": [ - "When the cultist casts a spell that deals damage, it can change the spell's damage type to necrotic." - ] - }, - { - "type": "entries", - "name": "Potent Necromancy", - "entries": [ - "Whenever the cultist deals necrotic damage, it can reroll the damage dice and use either total." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "After Master Xilian, the most respected member of the Academy is {@creature Uther Kyush|LM}, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two {@creature spy|MM|spies} and five {@creature thug|MM|thugs} that are led by one {@creature veteran}. Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human {@creature necromancer|VGM}.", - { - "type": "statblock", - "tag": "creature", - "name": "Uther Kyush", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Blood Scion Heresy", - "entries": [ - "The Blood Scion Heresy is one of a handful of so-called blood cults dedicated to the worship of vampire lords. Cult members willingly become thralls to these vampire lords.", - "The Blood Scion Heresy was founded on the principle that blood is a holy sacrament, and through its consumption the righteous will be blessed with eternal life. Particularly fervent worshipers have been known to sacrifice themselves in an unholy ritual that results in their transformation into blood amniotes (see Chapter 1).", - "A cult cell attempts to limit its membership to twenty-five members in any given city. If the cell were to grow larger, the presence of so many vampires could be difficult to conceal. At the top is a high preceptor, one of many vampire lords that hold positions of responsibility within the Blood Scion Heresy. Espousing secrecy above all, these preceptors enforce strict rules that dictate when and where the thralls can feed, so that hunting does not attract undue attention. They also preach the tenets of the cult and are charged with recruiting new members into the organization.", - "The cult has no true leader, but the Masked One is seen as the organization's ultimate authority. Beyond the Masked One and his high preceptors, the Blood Scion Heresy has no hierarchy and is a disorganized amalgamation of landed lords and petty nobles jockeying for positions of favor within the society.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/tXH6sAh.png" - } - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Through forbidden knowledge, vampiric corruption, and unholy worship, members of the Heresy use blood magic to steal and weaken the life force of living creatures while simultaneously invigorating their own.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Blood Call (Reaction)", - "entries": [ - "When a creature within 20 feet of the cultist takes necrotic damage, the cultist regains a number of hit points equal to its Constitution modifier plus its Challenge Rating. Any excess healing is gained as temporary hit points." - ] - }, - { - "type": "entries", - "name": "Blood Storm (Bonus Action; Recharge 5-6)", - "entries": [ - "The cultist unleashes a storm of blood in an aura around it out to a radius of 20 feet. The storm lasts until the end of its next turn and lightly obscures the area. Until the end of the cultist's next turn, the cultist and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "A bitter, nihilistic creature, {@creature Godfrey|LM} is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the Blood Scion Heresy. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey prefers to use enchantment and illusion magic in combat, and finds great pleasure in forcing even the most righteous and noble of enemies to fight each other.", - { - "type": "statblock", - "tag": "creature", - "name": "Godfrey", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Eyes of Vecna", - "entries": [ - "Though the members of this order claim it was founded by the lich Vecna before his ascension to godhood, this declaration seems apocryphal. Regardless of the truth, members of this order venerate the deity of secrets as their divine patron. Their aim is to keep knowledge out of the hands of those undeserving to have it. At the lowest levels, this takes the form of the theft (or destruction) of books and scrolls from personal libraries, but can include kidnapping and murder if necessary.", - "To join the Eyes of Vecna, one must prove one's worth by stealing or destroying an item of forbidden knowledge (such as a rare tome). Beings of evil alignment are strongly preferred, since the Eyes of Vecna must never place the well being of others before the group's own nefarious goals.", - "The Eyes of Vecna is organized into cells of 14 (4d6) members. Most large cities and metropolises have one (or sometimes more than one) cell secreted somewhere within them, but individual cells maintain their independence from one another regardless of geographical proximity. Cell leaders are usually evil necromancers or diviners or clerics of Vecna, typically of CR 6 or higher. Rogues and bards are common members, and the order numbers many warriors, experts, and fighters among their ranks as well.", - "Above the cells sit more powerful leaders, who orchestrate the activities of cells throughout a region (often without the cells even realizing they are being influenced by an outside power). These leaders are typically CR 11 or higher, and some are undead creatures themselves (such as vampires or liches). These leaders often use weaker undead as lackeys or bodyguards, since such creatures tend to be good at keeping secrets. Stories that the organization's leaders amputate their left hands and put out an eye to ascend to this level of power are unproven.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/sYeM9KY.png" - } - }, - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "The Eyes of Vecna make a great long-term opponent for the characters of your campaign. At low levels, the party might unintentionally thwart the theft of a rare book from a temple or aristocrat's library, gaining the thanks of the owner and the attention of the Eyes. Later, characters tasked with recovering stolen property or finding a kidnapped sage could trace their way to a cell's headquarters, perhaps even quashing the cell itself. This, of course, draws the ire of the higher-ranking members, which might make the characters the next target. At higher levels, the characters could tangle with the leaders themselves.", - "As a result of their activities, the organization has a vast storehouse of rare knowledge, granting them access to sensitive information that many others aren't even aware of. Thus, if your party lacks crucial knowledge that they need in order to achieve their goals, one of their options is to somehow acquire it from the Eyes of Vecna." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Whether they learn these techniques from the knowledge they hoard or are blessed by The Whispered One himself, members of the Eyes of Vecna learn new spellcasting techniques from their acquired knowledge and are adept at hiding themselves and their secrets from unworthy spies.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Forbidden Knowledge", - "entries": [ - "If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. The cultist can cast that spell at its lowest level at will." - ] - }, - { - "type": "entries", - "name": "Veil of Secrecy", - "entries": [ - "The cultist can't be targeted by any divination magic or perceived through magical scrying sensors." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Cyranthus|LM} is a cell leader working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes thugs, spies, bards, a gladiator, and a few guards, as well as a pair of zombie bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing.", - { - "type": "statblock", - "tag": "creature", - "name": "Cyranthus", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Lurkers in Shadow", - "entries": [ - "This cult is relatively new to the world, having formed about a decade ago by the mystic theurge D'Milluhr. According to his claims, D'Milluhr received a vision from a shadowy demonic undead being of great power. In this vision, the theurge was tasked with an unholy quest for a terrible artifact: the dreaded {@item Wand of Orcus}.", - "Since that day, D'Milluhr has worked tirelessly toward that end. He knew instinctively that this quest must remain secret from the world at large, and has thus kept to the shadows, never extending his reach too far. He has enlisted a small group of allies to this cause, including rogues, diviners, and planewalking characters of all stripes. He has also attracted the service of a few {@creature visage|LM|visages}, though in truth he doesn't know why these undead beings offered their allegiance to him.", - "The truth, should D'Milluhr ever learn it, would likely shatter his sanity. The vision was neither a message nor a divine quest, but merely a quirk of fate, an echo of the thoughts of the undead deity Tenebrous when it came into being on the Astral Plane. The visages came to D'Milluhr because they sensed some connection between the theurge and their creator, Tenebrous. Worse still, the quest itself is a meaningless one, since the being known as Tenebrous has regained his lost wand and returned to his previous identity, Orcus, Demon Prince of Undead.", - "But D'Milluhr suspects none of this, and remains feverishly intent on recovering the \"lost\" Wand of Orcus. He tracks down almost every lead, no matter how vague, which leads him on innumerable wild goose chases across the planes. He rejects any suggestion that the Wand is in the hands of Orcus himself, clinging to the theory that his shadowy patron wouldn't have bestowed a quest as hopeless as taking the Wand from the hands of the Demon Prince of Undead himself.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/tiONr0j.png" - } - }, - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "D'Milluhr or his minions could run into the characters on any of a number of information hunts. The party need not be involved with Orcus, Tenebrous, or indeed anything even vaguely related to the Lurkers' mission. As long as some tenuous link between the characters' activities and the theurge's quest can be imagined, an encounter between the party and the Lurkers in Shadow can occur.", - "Or perhaps D'Milluhr's quest isn't as crazy as it seems. Maybe he's actually getting close to tracking down the Wand's current destination (and perhaps it isn't currently in Orcus's hands), and the characters learn of his goal and decide to head him off before he gains possession of one of the most evil artifacts in all creation." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "Some members of Lurkers in Shadow have magical boons that aid in their search for the {@i Wand of Orcus}. These boons are usually bestowed upon them by an echo of Tenebrous's will or some other dark power.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Unwavering Seeker", - "entries": [ - "The cultist can't be compelled to act in a manner that would interfere with its goals." - ] - }, - { - "type": "entries", - "name": "Deathly Insight", - "entries": [ - "When the cultist kills a creature or scores a critical hit against it, it magically learns one fact or secret about the target." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Tarek Duskwood|LM} is one of D'Milluhr's most competent and loyal minions. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful.", - { - "type": "statblock", - "tag": "creature", - "name": "Tarek Duskwood", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Minions of the Skull", - "entries": [ - "To the average person on the street, the Minions of the Skull would seem insane. Of course, the Minions know that their worship of all undead beings is the one true way of moving beyond the petty concerns of flesh and blood to achieve perfect immortality everlasting.", - "As it turns out, the person on the street would be right: the Minions of the Skull are absolutely insane. However, this insanity makes them all the more dangerous, since they have no compunction against destroying any living creature who poses even the slightest threat to their goals of universal undeath.", - "The Minions of the Skull have no centralized leadership or organization. Each group of cultists\u2014which might number anywhere from a half-dozen to several dozen, depending on the community and the personality of its leader\u2014operates on its own, though occasionally charismatic leaders unite multiple branches for particularly daring or grand schemes. Such alliances rarely last very long, since the innately chaotic nature of the cultists inevitably proves too strong to control.", - "As expected, the Minions draw the attention of many sentient undead creatures. Most don't have the foresight to use the Minions effectively, either spending them in foolish strikes against the living or merely consuming them as food. However, wiser undead (including liches, vampires, ghosts, mummies, and the like) may use the Minions as pawns in grander schemes.", - "Cult leaders, often called Undying Masters, are usually powerful wizards or sorcerers. Since the cult doesn't venerate any of the traditional deities (save for a few who quietly worship Vecna the lich-god), clerics are few and far between. They typically employ warriors and other martial combatants as bodyguards, promising these individuals transformation into powerful undead creatures as reward for loyal service. An Undying Master that has already achieved transformation into an undead uses its new status to gain even greater respect and awe from other minions.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/z9zGX1H.png" - } - }, - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "The Minions of the Skull make great foes for the party. Since they're irrevocably vile and evil, most characters have few compunctions about cutting them down by the dozens. However, no matter how many the characters defeat, a few more insane cultists always wait in the wings to give them a hard time.", - "A typical encounter with low-ranking Minions might occur when the characters run across (or are hired to stop) a group of cultists stealing various relics linked to deities of death. For a twist, have an evil temple, such as one dedicated to Nerull, hire the party to work together against the cult. As the characters learn more about the Minions of the Skull, they encounter ever-tougher cultists until they finally meet an Undying Master themselves." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "High ranking Minions are granted boons that represent a partial transformation into an undead being, sometimes as a reward for faithful service, but more often as a way for an Undead Master to gain obedience or loyalty within a given cult.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Half-Dead Nature", - "entries": [ - "The cultist doesn't require air, food, drink, or sleep." - ] - }, - { - "type": "entries", - "name": "Decayed Flesh", - "entries": [ - "A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Tival|LM} was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the Minions of the Skull for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Half-Dead Nature", - "entries": [ - "Tival doesn't require air, food, drink, or sleep." - ] - } - ] - }, - { - "type": "statblock", - "tag": "creature", - "name": "Tival", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "The Ruby Order", - "entries": [ - "This cult worships Wee Jas, particularly her incarnation as Death's Guardian. The members pride themselves on their dedication and discipline and are known widely for their expertise in necromantic magic.", - "The existence of the Ruby Order in a given city is typically public knowledge. The cult respects whatever government rules the land, follows the law, pays taxes, and so forth. It draws many arcane-minded characters to its ranks, and even more seek out the Order for short-term teaching. In some cities, the Order supplies advisors to local leaders, or even magistrates for the courts. Characters used to dealing with \"cults\" as secretive bands of renegades are in for trouble if they treat the Ruby Order similarly, since it has many allies, both legitimate and otherwise.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "Of the cults presented here, the Ruby Order is the best suited as an ally to a typical adventuring party. As a lawful neutral organization, the Ruby Order can be counted on to hold up its end of any bargain, making it a reliable source of information and other resources to a like-minded party. Monks, lawful wizards and sorcerers, and other characters who share a devotion to discipline can find acceptance or even training among the order's ranks.", - "Conversely, the Ruby Order can be a steadfast opponent to the characters of your campaign, particularly if those characters tend more toward chaos than law (or even if they simply have a distaste for necromancy). If the Ruby Order perceives the characters as enemies, they have the will and patience to make the characters' lives a living hell." - ] - }, - { - "type": "entries", - "name": "Necromantic Boons", - "entries": [ - "As part of their dedication to discipline, the Ruby Order's necromantic boons are centered around the use of necromancy to perform lawful acts and to oppose any chaotic entities that would threaten them.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Lawful Animation (1/Day)", - "entries": [ - "The cultist can spend 1 hour performing a ritual that animates the remains of a dead humanoid. If the humanoid's spirit is free and willing, it returns to the corpse, which rises as a undead in the same space. The undead's alignment, memories, and personality traits are the same as those that it had in life. The corpse may rise as a wight or some other form that the DM deems appropriate." - ] - }, - { - "type": "entries", - "name": "Rebuke the Unlawful (Reaction)", - "entries": [ - "When a creature within 30 feet of the cultist that it can see hits the cultist with an attack, that creature takes necrotic damage equal to the damage dealt by its attack (DC 15 Constitution save for half)." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Sample Member", - "entries": [ - "{@creature Marys|LM} is a new member of the Ruby Order, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic \"binges\", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters.", - { - "type": "statblock", - "tag": "creature", - "name": "Marys", - "source": "LM", - "collapsed": true - } - ] - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 4: Undead Hall of Infamy", - "entries": [ - "Many of the luminaries that follow need no introduction to veteran players\u2014they've been around so long that it seems as though they're destined to live forever.", - { - "type": "statblock", - "tag": "variantrule", - "name": "Deities", - "source": "LM", - "collapsed": false - }, - { - "type": "section", - "name": "Dregoth, the Dread King", - "entries": [ - "Beneath Giustenal's ruins, a dark master bides his time. Dregoth's people treat him like a god, and the Dread King rules his reborn city in absolute secrecy. He burns for vengeance against the other sorcerer-kings of Athas, who slew him centuries ago but neglected to prevent his fell rebirth.", - { - "type": "entries", - "name": "Lore", - "entries": [ - "Characters do not know the following lore, as Dregoth's continued existence remains a secret to all.", - "After millennia, Dregoth still covets godhood. He has succeeded at godlike tasks, such as the adoption of a dragonlike aspect and the creation of the dray (dragonborn) as his chosen people. In the past, however, his naked ambition unnerved Athas's other sorcerer-kings.", - "Abalach-Re warned the other city-states' overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts.", - "The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. He led his loyalists to a cavern far beneath the surface. The site had been prepared for a settlement during a bygone era, but it was never occupied. Dregoth required all inhabitants of New Giustenal\u2014slave and citizen, noble and templar\u2014to undergo the dragonborn transformation. The Dread King believes the worship and devotion of this new race will bring him deific apotheosis.", - "Dregoth is a lichlike kaisharga, and his soul resides in a hidden phylactery in New Giustenal. If slain, he rises again in three days, a secret none but his high priest Absalom knows.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/7VmZRI0.png" - } - } - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "Dregoth spends most of his time in a kaisharga form; he appears as a gray-scaled, dragonlike humanoid whose eyes burn with green fire, but often disguises as a typical dray to blend in with the masses. However, this only gives way to his true form, an undead dragon with wings, scales, a tail, claws, and a devastating breath weapon. This form was badly damaged by the attack of the sorcerer-kings. So, Dregoth's wings are torn, his body still wears the wounds inflicted upon it, and gaping holes show exposed bone in many places. The armored skin that remains is stretched thinly over the skeleton beneath.", - { - "type": "entries", - "name": "Kaisharga Form", - "entries": [ - "In his {@creature Dregoth (Kaisharga Form)|LM|first form}, Dregoth is a fearsome spellcaster, using his strongest spells first via his legendary actions to take out threats as soon as possible. For damage, he prefers to stay back and use Supreme Defiling, Drain Moisture, and Defiling Gaze while his undead minions draw the opponents' attention. If threatened in melee, he uses Telekinetic Movement and Telekinetic Backlash as repositioning tools, and uses his Multiattack with Paralyzing Attack to render them useless as soon as possible.", - { - "type": "statblock", - "tag": "creature", - "name": "Dregoth (Kaisharga Form)", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Dragon Form", - "entries": [ - "As an {@creature Dregoth (Dragon Form)|LM|undead dragon}, Dregoth is fearless, using Nightmare Travel to dive into the fray, Aura of Fear to send his foes running, and then Draconic Might and Telekinetic Slide to control the battlefield. He still possesses the spellcasting of his kaisharga form, however, and may use his action to cast any of his remaining spells if his Defiling Breath isn't available. When he can catch two or more creatures in it at once, he uses Psychic Crush on them and attacks his stunned opponents with advantage and without fear of reprisal.", - { - "type": "statblock", - "tag": "creature", - "name": "Dregoth (Dragon Form)", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "entries", - "name": "New Giustenal", - "entries": [ - "Giustenal rests on the edge of the Silt Sea, its ruins bleached like scattered bones, and just as dead. The land around the forlorn ruins abounds with life, varied terrain, and danger. Giustenal's dark shadow has stained the lives and lore of the folk that surround its silt-covered walls, and the eerie winds that whistle through its abandoned spires evoke the haunting melodies of their legends.", - "After his death and rebirth, Dregoth led the survivors of Giustenal to a cavern far below the surface of Athas. While this cavern had been prepared for a halfling settlement during the Blue Age, it was never occupied. Dregoth and his followers found an empty paradise waiting to be filled.", - "Nothing in New Giustenal is as stark or oppressive as Dregoth's Dread Palace in the northern section of the city. The stone of its walls is blackest obsidian, and the bones of great wyrms decorate much of its surface.", - "For more information, see the 2nd Edition box set {@i City by the Silt Sea}.", - { - "type": "entries", - "name": "Lair Actions", - "entries": [ - "On initiative count 20 (losing initiative ties), Dregoth can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Channel Negative Energy", - "entry": "Dregoth magically unleashes negative energy. Creatures within 60 feet of Dregoth can't regain hit points until initiative count 20 on the next round." - }, - { - "type": "item", - "name": "Sense Life", - "entry": "Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round." - }, - { - "type": "item", - "name": "Telekinesis", - "entry": "Dregoth uses psionics to cast {@i telekinesis} (spell save DC 20) on an object that he can see in the lair, requiring no components. The spell requires no concentration and ends on the next initiative count 20." - } - ] - } - ] - }, - { - "type": "entries", - "name": "Regional Effects", - "entries": [ - "The tunnels of New Giustenal are warped by Dregoth's magic, which creates one or more of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Bravery", - "entry": "Dray and undead in the region have advantage on saving throws against being charmed or frightened, and against features that turn undead (if relevant)." - }, - { - "type": "item", - "name": "Continual Light", - "entry": "Magical light suffuses the region, acting as dim light for dray and undead only." - }, - { - "type": "item", - "name": "Undead Rebirth", - "entry": "Humanoids that die in the region rise as {@creature skeleton|MM|skeletons} or {@creature zombie|MM|zombies} in the same space on initiative count 20 of the following round. Dray that die in this manner retain their memories, proficiencies, languages, and Intelligence, Wisdom, and Charisma saving throws." - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Absalom", - "entries": [ - "{@creature Absalom|LM} was born human. He was selected as Dregoth's new high priest after Giustenal's fall. He was among the first survivors the undead sorcererking transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. Absalom preaches of the Dread King's godhood, but his true loyalty is to the dragonborn, or dray, of New Giustenal.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/2wF26RC.png" - } - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "Absalom hurls insults at his fiercest enemy, marking it as the first to die. He starts combat attacking from range with his Grave Bolt and other spells, then using Baleful Teleport to reposition enemies into his Unmaking Breath. But Absalom is as much warrior as he is priest: once bloodied, he moves boldly amongst his foes, slashing at them with his claws and empowered by his Enfeebling Smite. He saves his fell attacks for opponents that threaten his king or his people, otherwise preferring to use Psychic Leadership on his minions so that they may do the dirty work.", - { - "type": "statblock", - "tag": "creature", - "name": "Absalom", - "source": "LM", - "collapsed": true - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Kas, the Betrayer", - "entries": [ - "Long ago, when Vecna was still mortal, Kas was Vecna's most trusted lieutenant. He served Vecna faithfully for centuries, first as an evil human paladin and later as a vampire lord. Over time, Kas came to envy Vecna's power and began plotting against him. In the final ritual of Vecna's apotheosis, Kas struck out, hoping to become a god in Vecna's stead. Kas's attempt to destroy Vecna failed, but he did manage to sever Vecna's hand and cut out one of his eyes in the epic battle. So great was the fight that it destroyed Vecna's tower and flung Vecna and Kas across the planes. Kas's plot failed, though he retains his power.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/exLJQpK.png" - } - }, - { - "type": "entries", - "name": "Lore", - "entries": [ - "A character knows the following information with a successful check using the History or Religion skill.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "DC 20", - "entries": [ - "Kas is one of the most powerful humanoids who is not a deity. He is a powerful vampire lord and is rumored to have defeated several lesser deities and primordials. He commands armies of living and undead followers, and is worshiped and revered by vampires and debased mortals." - ] - }, - { - "type": "entries", - "name": "DC 25", - "entries": [ - "Kas is known also as Kas the Betrayer and is the sworn enemy of Vecna. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and eye, and though both survived the battle, each now seeks the other's destruction. Kas was once an evil paladin, and he still values some", - "knightly principles. He is exceptionally proud and never forgets or forgives insults to him or his honor.", - "Two artifacts are associated with Kas, the {@item Sword of Kas} and the {@item Silver Mask of Kas|LM}. These items are no longer in his possession and now filter through the planes, corrupting those who are unfortunate enough to find them." - ] - }, - { - "type": "entries", - "name": "DC 30", - "entries": [ - "Kas regularly travels the planes, but he has two primary bases of operation. He commands a kingdom in the Shadowfell, where vampires rule over the living with an iron fist. This kingdom is tolerated by the Raven Queen, whom Kas has appeased by the sharing of information regarding Orcus and Vecna. Kas also spends time in a hidden mountainous keep within the Bleak Eternity of Gehenna. The keep is a stronghold of near total darkness with furnishings made from finely polished obsidian. Surrounding this keep is a moat fed by water from the River Styx. Some of the prisoners from Kas's kingdom within the Shadowfell are brought to the dominion as food for Kas and his allies who dwell there." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "{@creature Kas|LM} has a twisted sense of honor that compels him to offer the appearance of a fair fight to any creatures he considers equals. He quickly dispatches challengers of obvious inferiority. Kas usually strikes first and without warning, and he attempts to subdue an opponent rather than kill it. He has no reservations about attacking an unarmed opponent, but the creature must have access to a nearby weapon. If a combatant proves a good challenge, Kas transforms the creature into a vampire spawn under his control after he defeats it.", - "Kas is cunning, having learned much of his craft from Vecna. He prefers to fight opponents in areas of darkness, where he has no risk of losing his regeneration. If outnumbered, Kas relies on spellcasting allies that can cast supportive spells on him to ensure victory. Kas revels in combat and tries to engage as many opponents as possible. However, even while engaging multiple foes, he retains wisdom and cunning. Kas is confident of his abilities but makes strategic retreats if necessary. In melee, he disengages with an enemy only long enough to cast {@spell command} or {@spell charm person} on them, which he makes sure to target on the opponent most skilled in melee.", - { - "type": "statblock", - "tag": "creature", - "name": "Kas", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Castle Tovag", - "entries": [ - "Kas rules the domain of Tovag in the Demiplane of Dread, where his vampiric minions amass prisoner-soldiers and manufacture war machines in preparation for a final assault against The Whispered One. At its heart is Castle Tovag, a base operations fit for a true vampire king. There, he coordinates the movements of his servants across the planes and develops battle plans for defeating Vecna's minions.", - { - "type": "entries", - "name": "Lair Actions", - "entries": [ - "On initiative count 20 (losing initiative ties), Kas can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Alter Gravity", - "entry": "Until initiative count 20 of the next round, gravity in the lair is affected by a {@i reverse gravity} spell, except that Kas can orient gravity in any direction. Kas can choose any number of targets to be unaffected by this effect." - }, - { - "type": "item", - "name": "Bat Swarm", - "entry": "A swarm of bats swoops through the lair, passing up to five creatures of Kas's choice. Each target must succeed on a DC 20 Constitution saving throw or be blinded until initiative count 20 of the next round." - }, - { - "type": "item", - "name": "Darkness", - "entry": "Kas casts the {@i darkness} spell four times, targeting different areas with the spell. Kas doesn't need to concentrate on the spells, which end on initiative count 20 of the next round." - } - ] - } - ] - }, - { - "type": "entries", - "name": "Regional Effects", - "entries": [ - "The dread domain of Tovag is suffused with powerful shadow magic, creating the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Bat Infestation", - "entry": "There is a noticeable increase in the population of bats in the region. Some of these bats may actually be familiars of Kas or his servants, reporting on the activities of living creatures in the region." - }, - { - "type": "item", - "name": "Creeping Fog", - "entry": "A creeping fog clings to the ground within most areas of Tovag, lightly obscuring the region. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents." - }, - { - "type": "item", - "name": "Wandering Shadows", - "entry": "Shadows cast within the region seem abnormally gaunt and sometimes move as though alive. While asleep, a living creature's shadow wanders off as an undead {@creature shadow} that seeks to fulfill an unknown purpose. If the creature wakes up, its shadow only returns after the creature is alerted to its absence by a successful DC 15 Wisdom (Perception) check, at which time the undead shadow is destroyed." - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Blackstar Knight", - "entries": [ - "Blackstar knights are undead spirits housed in vessels of animate black stone. Each knight serves Kas unswervingly, though stories of similar beings under the control of other creatures have begun to surface.", - { - "type": "entries", - "name": "Combat", - "entries": [ - "{@creature Blackstar Knight|LM|Blackstar knights} use Death Mark on a single target and relentlessly pursue them using No Escape until either the target or the knight is destroyed, or until commanded by a superior to change its tactics. If ordered to defend a location or creature, it will use Brace to punish creatures that try to breach its defensive position.", - { - "type": "statblock", - "tag": "creature", - "name": "Blackstar Knight", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Lore", - "entries": [ - "A character knows the following information with a successful check using the Arcana or History skill.", - { - "type": "entries", - "name": "DC 25", - "entries": [ - "These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. The presence of blackstar knights and similar beings in the service of other masters aside from Kas supports the possibility that Kas's defenses have been compromised and his secrets revealed." - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Osterneth, the Bronze Lich", - "entries": [ - "Known as the supreme seed of darkness and the Heart of the Whispered One, Osterneth is Vecna's mightiest servant. Osterneth is tasked with subverting governments, corrupting good people, and spearheading Vecna's takeover of the world.", - "In public, Osterneth appears as a seductive, aristocratic human female in her late twenties with dark hair and bronze skin. Her look of demure gentility is emphasized by a rich wardrobe and a charming smile that melts men's hearts. Claiming nobility from a distant land, Osterneth uses her guile and charisma to gain favor among the scions of high society. With their interest peaked, the Heart of the Whispered One then seduces the world's greatest leaders, bringing them willingly into the worship of Vecna.", - "In actuality, Osterneth is an ancient lich from a kingdom lost to memory; her true form is a fleshless skeleton of bronzed bones inlaid with soul gems. Within the empty cavity of her chest pulses the heart of Vecna, a shriveled relic preserved from the desiccated remains of Vecna's original body. The eyes of Osterneth's naked skull blaze with a prismatic radiance that creates a powerful glamour effect, hiding her true appearance from all but her most trusted servants.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/RqLGGQH.png" - } - }, - { - "type": "entries", - "name": "Lore", - "entries": [ - "A character knows the following information with a successful check using the History skill.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "DC 20", - "entries": [ - "Osterneth is a beautiful, charming noblewoman educated in the arcane arts. She rarely speaks of her past, but claims descent from a distant family of aristocrats in a far-off kingdom." - ] - }, - { - "type": "entries", - "name": "DC 25", - "entries": [ - "Osterneth is very evasive when pressed for details of her past. A veil of mystery surrounds her, and some suspect she is more than she appears." - ] - }, - { - "type": "entries", - "name": "DC 30", - "entries": [ - "Osterneth's interest in magic is focused on the necromantic arts, though she feigns only mild interest. The disappearances of several people close to her has led to suspicion. Some claim she is involved in a cult of some kind." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Social Encounters", - "entries": [ - "In social situations where she presents as herself, Osterneth uses her keen intuition and superior observation skills to find the right strings to pull. She toes a fine line between impressing her targets with her intelligence and flattering them with compliments, preferring to downplay herself if it means a target can be lured into thinking they are superior and thus are more willing to flaunt all of the cards they hold.", - "Osterneth prefers only to use her spellcasting as a last resort or to ensure success in an important endeavor; while her spells are cast without components, she still is adverse to the unnecessary risk of being detected somehow. When a hapless fool or perceptive opponent discovers something about her that she doesn't want revealed, she prefers to use {@i modify memory} to erase their knowledge of it instead of killing them, which has the added advantage of allowing her to implant false memories that work to her advantage." - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "{@creature Osterneth|LM} relies heavily on the presence of undead allies, using them as meat shields via Redirect Attack and positioning tools via Transposition. She starts combat by attempting to dominate one of the party's melee combatants, spending her action on subsequent turns to cast a spell or to use Void Lightning if it is available, and then using {@i mislead} and the terrain around her to hide via Cunning Action.", - "If threatened in melee, Osterneth uses her Paralyzing Touch to paralyze the threat or Luring Glare to move them away from her. While her Shadow Rays are viable enough to use for damage instead of her other spells, Osterneth is always on the lookout for opportunities to catch at least three enemies in a {@i fireball} or to use {@i power word kill} to remove a threat from the board.", - "Once her mythic trait is activated, Osterneth's true malice is revealed, and her trickery only becomes more disorienting to deal with. She uses Vanishing Act to reposition even in the absence of allies, and repels melee attackers that dare to approach her using Disrupt Life. Osterneth otherwise unleashes as many of her damaging abilities as much possible, with her Void Lightning mythic action having a huge blast radius that can potentially hit the entire party at once.", - { - "type": "statblock", - "tag": "creature", - "name": "Osterneth", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Summit of Truth", - "entries": [ - "While they normally communicate via spells like {@spell sending}, leaders of cults dedicated to the Maimed God gather once per year for the reclusive \"Summit of Truth\" hosted by Osterneth, where they provide updates on their countless schemes and plots, exchange magical items and lore, and coordinate cooperation between multiple cult cells. Hosted in a long forgotten temple of Ioun and protected against divination magic by powerful wards, the Summit of Truth is the only place the various cults of Vecna can guarantee absolute privacy from even the gods themselves.", - "Osterneth's phylactery is a decapitated statue of Ioun placed in the central courtyard of the temple\u2014after all, nobody would suspect a servant of Vecna to use his rival's image as their source of eternal unlife. At every summit, Osterneth brings her collection of captured souls and feeds them to her phylactery, providing her enough sustenance for the next year to come. The statue appears nonmagical due to a {@spell Nystul's magic aura} spell cast on it, but can be identified for what it is after 10 minutes of careful study and a successful DC 25 Intelligence (Arcana) check. One of the conditions for destroying the phylactery includes restoring the head of the statue, whether by reattaching the original head or by constructing a sufficient replacement (e.g. using {@spell stone shape}).", - { - "type": "entries", - "name": "Lair Actions", - "entries": [ - "On initiative count 20 (losing initiative ties), Osterneth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Conjure Walls and Doors", - "entry": "Osterneth causes up to four doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none." - }, - { - "type": "item", - "name": "Link Doors", - "entry": "Osterneth causes up to four doors in the lair to magically link to an equal number of other doors of her choice, causing a creature that enters a doorway to exit the other doorway in its pair, and vice versa. While open, a doorway is obscured by black mist that prevents viewing of the doorway's exit." - }, - { - "type": "item", - "name": "Programmed Illusion", - "entry": "Osterneth casts the {@spell programmed illusion} spell somewhere in the lair. She can only maintain four of these illusions at a time." - } - ] - } - ] - }, - { - "type": "entries", - "name": "Regional Effects", - "entries": [ - "The region containing the temple for the Summit of Truth is protected by powerful wards, creating the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "False Divination", - "entry": "Creatures and locations within 6 miles of the temple can't be successfully targeted by any divination magic or perceived through magical scrying sensors. Attempts to do so instead yield misleading results, as determined by the DM." - }, - { - "type": "item", - "name": "Foil Telepathy", - "entry": "Telepathic communication does not work within 6 miles of the temple." - }, - { - "type": "item", - "name": "No Teleportation", - "entry": "Attempts to teleport to a location within 6 miles of the temple from outside the region instead lead to a similar temple on the opposite side of the continent, as determined by the DM. Teleportation from creatures already the region works normally." - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Ascetic of Vecna", - "entries": [ - "Wearing only a death shroud, the ascetic of Vecna is a true devotee of the Undying King. An ascetic of Vecna spends its existence contemplating the Maimed God's secrets. The only break from its meditation occurs when the ascetic ventures into the world to collect esoteric knowledge. An ascetic of Vecna is so devoted to the acquisition of knowledge that it fights or kills others to obtain even a minor piece of information. One of these mages gladly exchanges its life to uncover knowledge for its sinister master.", - "Osterneth works with a circle of powerful ascetics to amass occult lore in the name of The Undying King. These ascetics use spiritual projections to direct the cults they lead while their true selves remain in silent contemplation within hidden chambers known only to other members of the circle, only emerging once per year to gather for the Summit of Truth or to bare arms in dire circumstances.", - { - "type": "entries", - "name": "Combat", - "entries": [ - "Ideally, an {@creature ascetic of Vecna|LM} never has to fight at all\u2014it typically remains locked away in a meditation chamber hidden away from prying eyes, using Dream Stride to direct its underlings' activities and to destroy any possible threats as soon as possible. If a confrontation is inevitable, it will use {@spell clairvoyance}, {@spell find familiar}, and {@spell scrying} to gather as much information on its enemies' numbers and capabilities.", - "In combat, the ascetic will focus on the melee threats while its minions try to attack any ranged attackers from behind; it uses Crushing Bludgeon and {@spell telekinesis} to interfere with their movements, and it assaults them with Mind Cannon knowing that their mental defenses are probably weak. Ideally catching at least two opponents in the area, it uses Creeping Rot when possible to drain their hit points over time.", - { - "type": "statblock", - "tag": "creature", - "name": "Ascetic of Vecna", - "source": "LM", - "collapsed": true - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Tenebrous, the Shadow of Orcus", - "entries": [ - "Just before ascending to godhood, the demon lord Orcus was murdered. Rising as an undead god deep within the Astral Sea, Tenebrous sought to enact vengeance on his usurpers and to reacquire the {@item Wand of Orcus} so that he may resurrect as a true demon god of the unliving.", - { - "type": "entries", - "name": "Lore", - "entries": [ - "A character knows the following information with a successful check using the History or Religion skill.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "DC 20", - "entries": [ - "Orcus is a massive, bloated demon prince\u2014bloated on spite, bile, and contempt. His worship had spread so far that he was on the cusp of godhood, but with his wars against Demogorgon and Graz'zt waning, he became complacent and was murdered and deposed." - ] - }, - { - "type": "entries", - "name": "DC 23", - "entries": [ - "But then Orcus rose from the dead as an undead god and took the name Tenebrous, hiding in the shadows, waiting to take his revenge." - ] - }, - { - "type": "entries", - "name": "DC 26", - "entries": [ - "Tenebrous sought the {@i Wand of Orcus} so that he may resurrect as a true deity, wandering the planes and slaying other gods along the way using an ancient power known as the Last Word. At one point, he slew Primus and assumed his identity, sending his modrons across the planes in the Great Modron March in search of the wand." - ] - }, - { - "type": "entries", - "name": "DC 29", - "entries": [ - "Orcus revitalized his wand, and with its strength initiated a spell of {@spell resurrection} cast by one of his last faithful servants, the half-ogre Quah-Namog. Heroes from the Material Plane seemingly disrupted this ceremony at the eleventh hour, causing Orcus to rise not as a god of undeath, but as the demon lord he once was." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "The stat block presented below represents the full might of the undead deity Tenebrous in his prime. If Tenebrous was already destroyed in your world, perhaps a lingering shadow of his former glory, equivalent in strength to Tenebrous's avatar, may still wander the planes in search of power to amass and deities to slay.", - { - "type": "entries", - "name": "Tactics", - "entries": [ - "{@creature Tenebrous|LM} doesn't fight fairly: he seeks to overwhelm his foes with swarms of undead minions while he lurks in the shadows, only emerging from stealth to unleash a furious assault when he knows he wouldn't be attacked in return.", - "On his turn, Tenebrous will generally use {@spell circle of death} to damage multiple party members at once, opting to use Multiattack for single target damage if a particular character is a more urgent threat than the others that round. If his Finger of Doom is available, he uses it to guarantee critical hits with his Claw attacks in melee against a paralyzed victim.", - "Tenebrous prefers spending his legendary actions on {@spell eyebite} and {@spell telekinesis}, inflicting conditions that prevent the party from pursuing him as he teleports away. Tenebrous knows that combat is a game of attrition, and is not afraid of dragging out the fight if it means ensuring victory. The party's best chance of defeating Tenebrous is to lay a trap or to otherwise force a particular choice of arena that leaves Tenebrous exposed with few hiding spots.", - "Master of Undeath is usually the mythic trait Tenebrous activates first; an example of what he might summon is two {@creature beholder zombie|MM|beholder zombies} and two {@creature deathlock|MPMM|deathlocks} to provide ranged attacks and debuffs, two {@creature slaymate|LM|slaymates} riding the beholder zombies to make them invisible, and an {@creature ogre zombie} to act as a tank. These undead aren't enough to challenge the party by itself, but between Bolster Minions being used to buff them, any other undead that were already present before the battle began, and Tenebrous himself, the undead from this ability can quickly overwhelm the party.", - "Tenebrous also uses Elude the Living to create hiding spots for himself and his minions to hide, since they are not affected by the magical darkness. If threatened in melee by multiple combatants, he may use Destructive Burst to push them away.", - "Once both of his mythic traits are active, Tenebrous acknowledges the threat to his continued existence and may flee. If this is impossible, he will use Antilife Barrier to deter the party from pursuing him as he attempts to regenerate his hit points. If afflicted with a harmful condition or spell, he may use Consume Energy on any remaining minions, although this comes with the tradeoff of losing another body in the fight that could potentially draw attention from the party. When an opportunity presents itself, he will use Creeping Death to inflict necrotic vulnerability on as many party members as possible, following up with {@spell circle of death} or Grave Bolt as soon as possible.", - { - "type": "statblock", - "tag": "creature", - "name": "Tenebrous", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Killing Tenebrous", - "entries": [ - "Since Orcus was killed before he could ascend to a true god, Tenebrous lacks the Discorporation trait that other gods possess, forcing him to act in the shadows so that his rivals do not band together to vanquish him.", - "However, if Tenebrous manages to become a true deity, here are some sample quests that can enable his demise once again.", - { - "type": "entries", - "name": "Orb of Light", - "entries": [ - "The {@item Orb of Light|LM}, the divine spark of a deity slain by Tenebrous, must be used to fight or kill him." - ] - }, - { - "type": "entries", - "name": "Raven Queen's Blessing", - "entries": [ - "An artifact stolen from the Raven Queen by the Demon Prince of Undeath must be returned to her in exchange for a divine blessing that allows Tenebrous to be vanquished." - ] - }, - { - "type": "entries", - "name": "Wand of Orcus", - "entries": [ - "The {@item Wand of Orcus} must be permanently destroyed, as described in the item's description." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Oblivion's Gate", - "entries": [ - "While not wandering the planes or assuming the identity of a deity he has slain, Tenebrous resides in Oblivion's Gate, an ancient citadel positioned at a planar crossing between the Astral Sea and the Negative Energy Plane. Built by an unknown race of immortals in the time before the dominance of the gods, knowledge of this citadel's existence was lost during the Dawn War, making it the perfect site for Tenebrous to dwell without the risk of being detected by interlopers.", - { - "type": "entries", - "name": "Lair Actions", - "entries": [ - "On initiative count 20 (losing initiative ties), Tenebrous can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Grasp of the Dead", - "entry": "Tenebrous causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Tenebrous releases them (no action required)." - }, - { - "type": "item", - "name": "Overwhelming Despair", - "entry": "The surrounding negative energy threatens to overwhelm living creatures in the lair. Each target must succeed on a DC 20 Intelligence saving throw or be frightened until initiative count 20 of the next round." - }, - { - "type": "item", - "name": "Shriek of the Damned", - "entry": "The spirits of the damned let out a terrible shriek. Each living creature in the lair must succeed on a DC 20 Charisma saving throw or be deafened until initiative count 20 of the next round." - } - ] - } - ] - }, - { - "type": "entries", - "name": "Regional Effects", - "entries": [ - "Oblivion's Gate is affected by the planar magic of the Astral Sea and the Negative Energy Plane, creating one or more of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Ambient Negative Energy", - "entry": "Due to the influence of the Negative Energy Plane, hit points regained by living creatures from any source are halved, death saving throws are made with disadvantage, and living creatures can't benefit from resistance to necrotic damage." - }, - { - "type": "item", - "name": "Subjective Gravity", - "entry": "Due to the influence of the Astral Plane, a creature's walking speed (in feet) is equal to five times its Intelligence score, and it can use this movement to fly in any direction." - }, - { - "type": "item", - "name": "Suppressed Lighting", - "entry": "Tenebrous's influence suppresses light in the area. Bright light in the area becomes dim light, and dim light in the area becomes darkness." - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Visage", - "entries": [ - { - "type": "quote", - "entries": [ - "This creature appears only somewhat solid, with a mostly shapeless body. Its only definite features include a pale, white, masklike face bearing a perpetual grin and a pair of particularly long and nasty claws." - ] - }, - "The visage is a devious undead creature that steals the identity of its victims to further its chaotic and evil aims. The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.", - "Though a visage appears incorporeal, it does not actually possess that quality. A visage isn't very dense, though, and only weighs about 75 pounds despite its size. In its normal form, it is sometimes mistaken for a wraith.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://adrenalinarpg.files.wordpress.com/2009/07/rosto2.jpg?w=840" - } - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "{@creature visage|LM|Visages} prefer subterfuge to overt combat, since their physical attacks aren't very threatening. They use their {@spell charm person}, {@spell dominate person}, and {@spell suggestion} spells to influence weak-willed individuals, hoping to draw them to places where they can finish them off secretly and assume their identities. Then, the visage uses this new identity to sow chaos and discord as long as possible.", - { - "type": "statblock", - "tag": "creature", - "name": "Visage", - "source": "LM", - "collapsed": true - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Vecna, the Whispered One", - "entries": [ - "Vecna is known by many names: {@deity The Whispered One|TDCSR}, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, and the Maimed God. These titles are but a few that describe the secretive and incomparably ambitious god. Little is known about Vecna's current ambitions, but that doesn't stop his cultists from developing their own plots.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xSghHOQ.png" - } - }, - { - "type": "entries", - "name": "Lore", - "entries": [ - "A character knows the following information with a successful check using the Religion skill.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "DC 10", - "entries": [ - "Vecna is the lord of undead, god of secrets, and patron of necromancers. He has tried many times to take over the world." - ] - }, - { - "type": "entries", - "name": "DC 15", - "entries": [ - "Two of Vecna's chief rivals are the Raven Queen and Orcus. Both claim dominion over death, though each, including Vecna, has a different vision of what the afterlife should be. Vecna believes that creatures should serve him in both life and death." - ] - }, - { - "type": "entries", - "name": "DC 20", - "entries": [ - "Vecna once had a powerful lieutenant known as {@creature Kas|LM}. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and an eye, and though both survived the battle, each now seeks the other's destruction. Cultists of Vecna are on the lookout for the {@item sword of Kas}, fearing that the artifact might be used to slay their lord." - ] - }, - { - "type": "entries", - "name": "DC 25", - "entries": [ - "Vecna's {@item hand of Vecna|DMG|hand} and {@item eye of Vecna|DMG|eye} are powerful necromantic artifacts, constantly sought after by his followers so that they may reunite them with their rightful owner. To be used, the hand must be grafted to a humanoid's wrist where the hand has been severed. The eye must be placed in an empty humanoid eye socket.", - "Unlike many deities, Vecna has no fixed domain or location. He prowls the planes, searching for secrets. Most often, though, Vecna travels the Outer Planes, visiting the dominions of dead gods." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "As one of the smartest beings in the multiverse, Vecna is a hard being to find, let alone kill. The party's only hope is to somehow avoid getting on Vecna's radar, perhaps foiling his spies and divination with the help of an allied deity; even then, Vecna has contingencies in place in case anyone attempts to exploit this weakness of his.", - { - "type": "entries", - "name": "Tactics", - "entries": [ - "If given advanced notice, {@creature Vecna|LM} will prepare and pre-cast spells that are specifically tailored to the situation at hand. For example, he may use {@spell simulacrum} to create a duplicate of himself to keep the party distracted while he uses {@spell scrying} to observe the party's tactics in taking it down (if they can even manage that).", - "With an Intelligence score of 30, Vecna will generally be able to predict or identify the party's actions for what they are. There are no surprises when it comes to the god of evil secrets. That said, he holds onto his {@spell wish} spell for as long as possible, using it as a trump card in case the party does anything unexpected that may throw a wrench into his battle plans.", - "In a standard encounter, Vecna is a formidable ranged spellcaster, starting with a {@spell dominate monster} spell on the weakest-willed brute of the party and sending it to attack the spellcasters. Vecna knows that spellcasters will be his most dangerous opponents, so he always makes sure to focus on them with ranged abilities like {@spell circle of death}, {@spell finger of death}, Ray of Death, and Vile Curse. If threatened in melee, Vecna will use Teleport to get out of their reach; if Vecna possesses his {@item Hand of Vecna|DMG|Hand}, he may be embolded and use Liquify Bones to reduce the melee combatant to 1 hit point.", - "By the time one of his mythic traits have been activated, Vecna will be accustomed to the party's tactics and will adjust accordingly. He generally uses the same tactics alongside the upgrades from Greater Teleport and Beam of Death; furthermore, he can use Dark Speech to blind a spellcaster, preventing them from targeting him with their spells.", - "With both mythic traits active, Vecna can rely on his Discorporation to survive and simply take revenge against the party another day; if the party has completed one of the quests that would enable his demise, he may choose to use {@spell wish} to teleport somewhere else using {@spell plane shift}. If he must fight to the death, he uses all of the tools at his disposal, including the use of Undying Grasp to teleport the party into a small area that he can barrage with Necrotic Web.", - { - "type": "statblock", - "tag": "creature", - "name": "Vecna", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Killing Vecna", - "entries": [ - "While killing the god of evil secrets is a nigh impossible task, here are some sample quests that would enable his demise.", - { - "type": "entries", - "name": "Eye and Hand of Vecna", - "entries": [ - "The {@item Hand of Vecna} and {@item Eye of Vecna} must be found and destroyed. For example, the {@i Hand} may be in the possession of {@creature Arkhan the Cruel|DMG}, the champion of Tiamat." - ] - }, - { - "type": "entries", - "name": "Heart of Vecna", - "entries": [ - "{@creature Osterneth|LM}, the bronze lich, must be found and destroyed, and Vecna's heart must be recovered from her body and then also destroyed." - ] - }, - { - "type": "entries", - "name": "Sword of Kas", - "entries": [ - "The {@item sword of Kas}, the ancient weapon of Vecna's treacherous former lieutenant, must be used to fight or kill Vecna." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Whispering Tower", - "entries": [ - "Instead of ruling a divine realm, Vecna wanders the planes in search of forgotten artifacts and arcane lore to add to his vast, unknowable collection. However, he does own a hidden black tower within the Windswept Depths of Pandemonium, a cache of magical objects and tomes that represent a small fraction of what he truly possesses. Its aura of magical power drowned out by the howling winds of the plane surrounding it, adventurers that seek to defeat Vecna may attempt to find him here, although the preparations made by the Whispered One beforehand all but ensure the party's doom.", - { - "type": "entries", - "name": "Lair Actions", - "entries": [ - "On initiative count 20 (losing initiative ties), Vecna can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Glyph of Warding", - "entry": "Vecna utters an incantation, and the lair creates a 3rd-level {@spell glyph of warding} spell (save DC 20) on a surface in an unoccupied space within 60 feet of him that triggers if a creature other than Vecna steps on it. If he chooses a spell rune, typical options include {@spell bestow curse} to weaken an opponent, {@spell darkness} to obstruct line of sight, or {@spell silence} to prevent verbal spellcasting in an area." - }, - { - "type": "item", - "name": "Contingency", - "entry": "Vecna speaks a command word, and the lair activates a contingency that allows Vecna to cast any spell of 5th level or lower on himself. Typical options include {@spell greater restoration} to remove debilitating effects, {@spell armor of Agathys} (5th level) or {@spell mirror image} to hamper a melee opponent, and {@spell protection from energy} to defend against a specific damage type." - }, - { - "type": "item", - "name": "Telekinesis", - "entry": "Instinctively following Vecna's dark will, the lair itself uses telekinesis to manipulate a creature or object, as the {@spell telekinesis} spell (save DC 20), lasting until intiative count 20 of the next round." - } - ] - } - ] - }, - { - "type": "entries", - "name": "Regional Effects", - "entries": [ - "The region containing Vecna's lair is warped by his dark magic, which creates one or more of the following effects:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "False Divination", - "entry": "Divination spells cast within the lair by creatures other than Vecna have a 75 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance becomes a guarantee." - }, - { - "type": "item", - "name": "Maddening Whispers", - "entry": "Creatures constantly hear faint, indecipherable whispering in their ear, imposing disadvantage on Intelligence and Wisdom checks." - }, - { - "type": "item", - "name": "Whispered One's Gaze", - "entry": "When a creature expends a spell slot while within 1 mile of the lair, Vecna can immediately cast {@spell scrying} on them (save DC 20)." - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Enigma of Vecna", - "entries": [ - "Enigmas of Vecna are the shells of petitioners who have angered Vecna by sharing secrets or otherwise failing their secretive god. These strange humanoids use arcane magic to harry Vecna's enemies from afar. When injured, an enigma of Vecna transforms into a shrieking, clawed berserker.", - "In its normal form, an enigma of Vecna is a bald human with vague features. Enigmas usually wear simple robes, and each carries a dagger. Once bloodied, they undergo a horrific transformation. They sprout long claws, and reveal a fanged, twisted vistage as their skin falls away, leaving behind a flayed form.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HPVQM7H.png" - } - }, - { - "type": "entries", - "name": "Lore", - "entries": [ - "A character knows the following information with a successful check using the Religion skill.", - { - "type": "entries", - "name": "DC 20", - "entries": [ - "Enigmas are found guarding places sacred to Vecna. They also travel with his honored servants, acting as bodyguards. They have the ability to shock an enemy and leave them shaken up." - ] - }, - { - "type": "entries", - "name": "DC 25", - "entries": [ - "Enigmas are actually horrid fiends bound in human form. If pressed in battle, they transform into shrieking, clawed berserkers." - ] - } - ] - }, - { - "type": "entries", - "name": "Combat", - "entries": [ - "In its initial form, {@creature enigma of Vecna|LM|enigmas} keep away from the fray, using Shock Bolt and Memory Ripper to wear down foes.", - "Once a bloodied enigma completes its gruesome transformation, it leaps forward and engages the enemy in melee, the terrible display of its Horrific Visage causing enemies to recoil before the enigma uses its long, sharp claws to rend their flesh.", - { - "type": "statblock", - "tag": "creature", - "name": "Enigma of Vecna", - "source": "LM", - "collapsed": true - } - ] - } - ] - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 5: Blackguard", - "entries": [ - "The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw the strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks\u2014the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts, the {@class blackguard|LM|blackguards}.", - { - "type": "entries", - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/T1bEPOT.png" - } - }, - { - "type": "statblock", - "tag": "class", - "name": "Blackguard", - "source": "LM", - "collapsed": false - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 6: Subclasses", - "entries": [ - "Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the warlock, they're otherworldly patrons. This chapter provides a selection of five subclasses, as well as some advice for including them in your campaign world.", - { - "type": "entries", - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HkE5cqW.png" - } - } - ] - }, - { - "type": "section", - "name": "Design Notes", - "entries": [ - "This section describes the design process that went into these subclasses, and is directed towards DMs that are considering them for their games.", - { - "type": "entries", - "name": "Flavor and Thematics", - "entries": [ - "The subclasses included relate to the themes of death, darkness, undeath, and negative energy, whether they harness these powers directly or instead choose to combat them. In a game world, these archetypes can be used by player characters and NPCs alike. For instance, a powerful guardian that serves the lich or vampire that the party is facing might have features from or reminiscent of the Death's Chosen archetype, while a Circle of Twilight druids might be a key faction or location involved in your campaign's story. Feel free to take inspiration from the flavor text for these subclasses when creating adventures, factions, NPCs, and other elements of your campaign, especially when one or more of them are being used by the characters in your party." - ] - }, - { - "type": "entries", - "name": "Features and Mechanics", - "entries": [ - "The \"Creating New Character Options\" section in Chapter 9 of the {@book Dungeon Master's Guide|DMG} provides advice for making or modifying races, classes, and subclasses. In particular, the \"Creating New Class Options\" subsection describes how a subclass you make is allowed to have similar features or feature overlap with existing options, and that you may wish to find existing features that can be used as models for new ones. This design process helps ensure that the options created are balanced (since the features or mechanics they use have already been playtested), while also preventing the need to \"reinvent the wheel\" by creating similar features that from scratch.", - "Following this advice, many of the subclasses below use, reflavor, or transform features from existing subclasses into new ones, or otherwise model their mechanics off of such features. For instance, the Death's Chosen martial archetype includes a power progression akin to that of the Psi Warrior archetype. Meanwhile, the Circle of Twilight is built off of the {@i Unearthed Arcana} subclass of the same name, but includes a few fixes and changes that make it feel more balanced and polished." - ] - } - ] - }, - { - "type": "section", - "name": "Subclass Descriptions", - "entries": [ - "The table below summarizes each of the subclasses presented in this section.", - { - "type": "table", - "colLabels": [ - "Subclass", - "Class", - "Description" - ], - "colStyles": [ - "text-align-left col-4", - "text-align-left col-1 text-center", - "text-align-left col-5", - "col-3 text-right" - ], - "rows": [ - [ - "{@class cleric|phb|Darkness Domain|Darkness|LM}", - "Cleric", - "Draws strength from the shadows and those that lurk within them" - ], - [ - "{@class fighter|phb|Death's Chosen|Death's Chosen|LM}", - "Fighter", - "Uses negative energy to enhance their martial prowess" - ], - [ - "{@class bard|phb|College of the Dirgesinger|Dirgesinger|LM}", - "Bard", - "Channels death related emotions such as grief and sorrow" - ], - [ - "{@class warlock|phb|The Dread Lord|Dread Lord|LM}", - "Warlock", - "Equipped with sword in hand, commands a legion of undead" - ], - [ - "{@class druid|phb|Circle of Twilight|Twilight|LM}", - "Druid", - "Protects the natural order of life and death" - ] - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xh6HR9N.png" - }, - "title": "College of the Dirgesinger" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/XsP0zjt.png" - }, - "title": "Death's Chosen" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/KcKsFz8.jpg" - }, - "title": "Circle of Twilight" - }, - { - "type": "statblock", - "prop": "subclass", - "source": "LM", - "name": "Darkness", - "displayName": "Darkness Domain", - "className": "cleric", - "classSource": "PHB", - "collapsed": true - }, - { - "type": "statblock", - "prop": "subclass", - "source": "LM", - "name": "Death's Chosen", - "displayName": "Death's Chosen", - "className": "fighter", - "classSource": "PHB", - "collapsed": true - }, - { - "type": "statblock", - "prop": "subclass", - "source": "LM", - "name": "Dirgesinger", - "displayName": "College of the Dirgesinger", - "className": "bard", - "classSource": "PHB", - "collapsed": true - }, - { - "type": "statblock", - "prop": "subclass", - "source": "LM", - "name": "Dread Lord", - "displayName": "The Dread Lord", - "className": "warlock", - "classSource": "PHB", - "collapsed": true - }, - { - "type": "statblock", - "prop": "subclass", - "source": "LM", - "name": "Twilight", - "displayName": "Circle of Twilight", - "className": "druid", - "classSource": "PHB", - "collapsed": true - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 7: Equipment", - "entries": [ - "This chapter describes a variety of mundane, alchemical, and magic items that might be common in campaigns that prominently feature undead. Some function as weapons against the walking dead, while others serve the cause of undeath itself.", - { - "type": "section", - "name": "Magic Items", - "entries": [ - "Any world that includes a significant number of undead can be expected to develop a wide range of new magic items designed to interact with those creatures. Some are intended for combat, while others are more utilitarian in nature.", - { - "type": "entries", - "name": "Armor", - "entries": [ - "Made by the living, some magical armor is used to provide crucial defense against the attacks of undead creatures. However, necromancy magic can also be used to extract necromantic residues from undead creatures to craft undead armor. Despite its name, undead armor can be used by any creature that has the appropriate proficiencies.", - { - "type": "list", - "columns": 3, - "items": [ - "{@item Bonemail|LM}", - "{@item Day Armor|LM}", - "{@item Ghost Shroud|LM}", - "{@item Ghost Ward|LM}", - "{@item Ghoul Shell|LM}", - "{@item Shadow Veil|LM}", - "{@item Vampire Hide|LM}", - "{@item Wight Shield|LM}", - "{@item Wrapped Tower|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Bonemail", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Day Armor", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ghost Shroud", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ghost Ward", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ghoul Shell", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Shadow Veil", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Vampire Hide", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Wight Shield", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Wrapped Tower", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Weapons", - "entries": [ - "Some of the special weapons here are intended for the weapons of characters who fight undead, while others work best for weapons in the hands of the undead themselves.", - { - "type": "list", - "columns": 2, - "items": [ - "{@item Necrotic Focus|LM}", - "{@item Profane Weapon|LM}", - "{@item Sacred Weapon|LM}", - "{@item Vampire Killer|LM}", - "{@item Weapon of Ghost Striking|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Necrotic Focus", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Profane Weapon", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Sacred Weapon", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Vampire Killer", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Weapon of Ghost Striking", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Rods", - "entries": [ - "Magic rods contain unique effects and abilities. Some function as weapons, while others have no combat abilities beyond their magical properties. The four rods described here might all be found in a campaign that features undead.", - { - "type": "list", - "columns": 2, - "items": [ - "{@item Nightstick|LM}", - "{@item Rod of Defiance|LM}", - "{@item Rod of Undead Mastery|LM}", - "{@item Scepter of the Netherworld|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Nightstick", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Rod of Defiance", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Rod of Undead Mastery", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Scepter of the Netherworld", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Sentient Artifacts", - "entries": [ - "Each sentient artifact is part of a larger story, a slice of the world's history. An artifact's back story might be glorious or ignominious, uplifting or disheartening, portentous or rooted firmly in the past. Artifacts associated with death and the undying are just as common as any other kind.", - { - "type": "list", - "columns": 3, - "items": [ - "{@item Jet Black Ioun Stone|LM}", - "{@item Mirror of Secrets|LM}", - "{@item Orb of Light|LM}", - "{@item Silver Mask of Kas|LM}", - "{@item Soul Sword|LM}", - "{@item Tome of Shadow|LM}", - "{@item Von Zarovich Family Sword|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Jet Black Ioun Stone", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Mirror of Secrets", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Orb of Light", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Silver Mask of Kas", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Soul Sword", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Tome of Shadow", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Von Zarovich Family Sword", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Wondrous Items", - "entries": [ - "The assortment of miscellaneous items here runs the gamut of utility, from offensive tools to defensive protections to the purely utilitarian.", - { - "type": "list", - "columns": 3, - "items": [ - "{@item Cloak of Turn Resistance|LM}", - "{@item Ectoplasmic Ichor|LM}", - "{@item Globe of Sunlight|LM}", - "{@item Goggles of Day|LM}", - "{@item Goggles of Lifesight|LM}", - "{@item Husk Globe|LM}", - "{@item Instrument of the Damned|LM}", - "{@item Instrument of the Restful Soul|LM}", - "{@item Nycoptic Manuscripts|LM}", - "{@item Sunlight Lamp|LM}", - "{@item Unholy Shrouds|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Cloak of Turn Resistance", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ectoplasmic Ichor", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Globe of Sunlight", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Goggles of Day", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Goggles of Lifesight", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Husk Globe", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Instrument of the Damned", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Instrument of the Restful Soul", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Nycoptic Manuscripts", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Sunlight Lamp", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Unholy Shrouds", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Undead Grafts", - "entries": [ - "Undead grafts are formed of nonliving flesh attached to a still-living body, the results of vile experimentation by living necromancers and death priests seeking to become more like what they revere while remaining on this side of death.", - "Undead grafts follow the rules for magic items described in the {@i Dungeon Master's Guide}. To attune to an undead graft, you must remove an appropriate body part and replace it with the graft. For example, if the graft is a hand, you must lop off one of your hands at the wrist and the press the graft against the stump; if the graft is an eye, you must gouge out your own eye and press the graft into the empty socket. Once you have attuned to it, the graft becomes a functional replacement of the removed body part. If the graft is ever removed, your attunement to it immediately ends.", - { - "type": "list", - "columns": 3, - "items": [ - "{@item Atropal's Umbilical Cord|LM}", - "{@item Bodak's Eye|LM}", - "{@item Enervating Arm|LM}", - "{@item Ghostly Arm|LM}", - "{@item Ghoul Glove|LM}", - "{@item Insectoid Exoskeleton|LM}", - "{@item Lich's Brain|LM}", - "{@item Mohrg's Tongue|LM}", - "{@item Mummified Eye|LM}", - "{@item Mummified Hand|LM}", - "{@item Shadow Crus|LM}", - "{@item Undead Skin|LM}", - "{@item Vampiric Fangs|LM}", - "{@item Zombie Arm|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Atropal's Umbilical Cord", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Bodak's Eye", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Enervating Arm", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ghostly Arm", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ghoul Glove", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Insectoid Exoskeleton", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Lich's Brain", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Mohrg's Tongue", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Mummified Eye", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Mummified Hand", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Shadow Crus", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Undead Skin", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Vampiric Fangs", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Zombie Arm", - "source": "LM", - "collapsed": true - } - ] - } - ] - }, - { - "type": "section", - "name": "Mundane Items", - "entries": [ - "The nonmagical items in this section are particularly suited for characters who deal with undead on a regular basis (either as enemies or allies).", - { - "type": "entries", - "name": "Special Substances", - "entries": [ - "This section lists useful substances that interact with or otherwise involve undeath and undead creatures.", - { - "type": "list", - "columns": 2, - "items": [ - "{@item Brittlebone|LM}", - "{@item Embalming Fire|LM}", - "{@item Ghostoil|LM}", - "{@item Liquid Night|LM}", - "{@item Unholy Water|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Brittlebone", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Embalming Fire", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Ghostoil", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Liquid Night", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Unholy Water", - "source": "LM", - "collapsed": true - } - ] - }, - { - "type": "entries", - "name": "Positoxins", - "entries": [ - "Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To fiends and undead, a positoxin functions much like a poison would to a humanoid.", - "Compared to a normal poison, a positoxin only works on fiends and undead, deals radiant damage instead of poison damage, and causes the target to become frightened of every other creature in place of the poisoned condition. Otherwise, a positoxin follows the same rules as a regular poison.", - "Any poison can be turned into a positoxin through a process that combines it with holy water. A positoxin made in this manner is worth 50% more gp than its base poison; you must use an amount of holy water equal to a fourth of the base poison's selling cost (half of its crafting price) in order to convert it to a positoxin. The new positoxin is identical to its base poison, except that it undergoes the changes listed above.", - "In addition, a selection of unique positoxins and their effects are listed below.", - { - "type": "list", - "columns": 3, - "items": [ - "{@item Bloodwine|LM}", - "{@item Boneshard Paste|LM}", - "{@item Celestial Essence|LM}", - "{@item Gravedust|LM}", - "{@item Lichbane|LM}", - "{@item Liquid Mortality|LM}", - "{@item Sunlight Oil|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Bloodwine", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Boneshard Paste", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Celestial Essence", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Gravedust", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Lichbane", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Liquid Mortality", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Sunlight Oil", - "source": "LM", - "collapsed": true - }, - { - "type": "variant", - "name": "Cheaper Poisons and Positoxins", - "entries": [ - "The prices listed for {@variantrule positoxins|LM} are based on the prices for the poisons in the {@book Dungeon Master's Guide|DMG}. However, in a setting that heavily involves assassinations and espionage, poisons might be more abundant and cheaper to make. In such a setting, you may wish to reduce the costs of all poisons and positoxins to half of their listed values. For the {@item Basic Poison (vial)|phb|basic poison} presented in the {@book Player's Handbook|PHB}, you can choose to reduce its cost to 20 gp." - ] - } - ] - }, - { - "type": "entries", - "name": "Adventuring Gear", - "entries": [ - "While magic is often wielded during battles between the living and the dead, there is a variety of mundane equipment that can be used as well. Such equipment typically involves the use of holy water (or unholy water), or otherwise takes advantage of certain properties that undead are vulnerable to.", - { - "type": "list", - "columns": 2, - "items": [ - "{@item Holy Lamp|LM}", - "{@item Holy Water Sprinkler|LM}", - "{@item Priest's Bullet|LM}", - "{@item Slayer's Crossbow|LM}" - ] - }, - { - "type": "statblock", - "tag": "item", - "name": "Holy Lamp", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Holy Water Sprinkler", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Priest's Bullet", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "item", - "name": "Slayer's Crossbow", - "source": "LM", - "collapsed": true - } - ] - } - ] - } - ], - "__prop": "data" - }, - { - "type": "section", - "name": "Chapter 8: Spells", - "entries": [ - "This chapter presents an array of spells designed for use by characters and monsters alike. Some are used by those who would control or serve undead, others are used to oppose undead, and others are simply used by undead creatures themselves.", - { - "type": "section", - "name": "Usage", - "entries": [ - "Before diving into the spell descriptions, this section primes DMs for the use of these spells in their games.", - { - "type": "entries", - "name": "In Your Campaign", - "entries": [ - "These spells are all meant for player use. For each one, the classes that can access them were handpicked based on class balance and whether or not they would be appropriate for that class's theme. For instance, spells that channel positive energy are typically excluded from the wizard spell list, while powerful spells of 5th level or lower that would be overbearing or overpowered if spammed many times per day are excluded from the warlock spell list.", - "However, many of these spells work well in the hands of NPCs too, and may even function better when used by them. For example, {@spell ghoul light|LM} might be used throughout a lich's lair to prevent clerics from turning all of their minions, while {@spell field of ghouls|LM} can be used by enemy spellcasters to create hordes of unliving monsters for the party to fight. Some spells, such as {@i animate crawling claw|LM}, {@spell ghoul gauntlet|LM}, {@spell necrotic cyst|LM}, and {@spell plague of undead|LM}, can have a significant impact on the narrative by justifying the existence of certain monsters or by being a story element for the party to experience and deal with." - ] - }, - { - "type": "entries", - "name": "Summary", - "entries": [ - "The next section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Summary of Spells table below lists the new spells presented in this chapter, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.", - "If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/YVi3Pct.png" - } - }, - { - "type": "table", - "caption": "Summary of Spells", - "colLabels": [ - "Level", - "Spell", - "School", - "Conc.", - "Ritual", - "Class" - ], - "colStyles": [ - "col-1 text-center", - "col-4", - "col-1", - "text-center col-1", - "text-center col-1", - "col-5" - ], - "rows": [ - [ - "0", - "{@spell Grave Bolt|LM}", - "Necromancy", - "No", - "No", - "Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Manipulate Corpse|LM}", - "Necromancy", - "No", - "No", - "Sorcerer, Warlock, Wizard" - ], - [ - "1st", - "{@spell Animate Crawling Claw|LM}", - "Necromancy", - "No", - "Yes", - "Warlock, Wizard" - ], - [ - "1st", - "{@spell Flesh Puppet|LM}", - "Necromancy", - "No", - "Yes", - "Warlock, Wizard" - ], - [ - "1st", - "{@spell Ghoul Light|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Wizard" - ], - [ - "1st", - "{@spell Venomous Smite|LM}", - "Evocation", - "Yes", - "No", - "Blackguard, Paladin" - ], - [ - "2nd", - "{@spell Ghastly Stench|LM}", - "Necromancy", - "Yes", - "No", - "Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Gravesight|LM}", - "Divination", - "Yes", - "Yes", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Weakening Aura|LM}", - "Necromancy", - "No", - "No", - "Bard, Blackguard, Cleric" - ], - [ - "2nd", - "{@spell Wither Limb|LM}", - "Necromancy", - "No", - "No", - "Bard, Blackguard, Sorcerer, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Withering Curse|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Clutch of Orcus|LM}", - "Necromancy", - "Yes", - "No", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Command Horde|LM}", - "Necromancy", - "Yes", - "No", - "Cleric, Wizard" - ], - [ - "3rd", - "{@spell Kiss of the Vampire|LM}", - "Enchantment", - "No", - "No", - "Bard, Cleric, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Lay Waste|LM}", - "Necromancy", - "Yes", - "No", - "Blackguard, Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Mourning Mist|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Wizard" - ], - [ - "3rd", - "{@spell Protection from Life and Death|LM}", - "Abjuration", - "Yes", - "No", - "Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard" - ], - [ - "3rd", - "{@spell Unholy Crusade|LM}", - "Necromancy", - "Yes", - "No", - "Blackguard, Warlock" - ], - [ - "3rd", - "{@spell Vampiric Smite|LM}", - "Necromancy", - "Yes", - "No", - "Blackguard, Paladin" - ], - [ - "4th", - "{@spell Consumptive Field|LM}", - "Necromancy", - "Yes", - "No", - "Blackguard, Sorcerer, Warlock, Wizard" - ], - [ - "4th", - "{@spell Energy Ebb|LM}", - "Necromancy", - "Yes", - "No", - "Cleric, Sorcerer, Wizard" - ], - [ - "4th", - "{@spell Tenebrous Phantasm|LM}", - "Illusion", - "Yes", - "No", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "5th", - "{@spell Avascular Mass|LM}", - "Necromancy", - "Yes", - "No", - "Sorcerer, Warlock, Wizard" - ], - [ - "5th", - "{@spell Ghoul Gauntlet|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Wizard" - ], - [ - "5th", - "{@spell Necrotic Cyst|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Wizard" - ], - [ - "5th", - "{@spell Wall of Pain|LM}", - "Necromancy", - "Yes", - "No", - "Blackguard, Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "6th", - "{@spell Animate Greater Undead|LM}", - "Necromancy", - "No", - "No", - "Warlock, Wizard" - ], - [ - "6th", - "{@spell Revive Undead|LM}", - "Necromancy", - "No", - "No", - "Cleric, Warlock, Wizard" - ], - [ - "6th", - "{@spell Sheltered Vitality|LM}", - "Abjuration", - "No", - "No", - "Bard, Cleric, Druid, Warlock" - ], - [ - "6th", - "{@spell Veil of Undeath|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Warlock" - ], - [ - "7th", - "{@spell Awaken Undead|LM}", - "Necromancy", - "No", - "No", - "Warlock" - ], - [ - "7th", - "{@spell Field of Ghouls|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Warlock" - ], - [ - "7th", - "{@spell Negative Energy Burst|LM}", - "Necromancy", - "No", - "No", - "Warlock, Wizard" - ], - [ - "8th", - "{@spell Bite of the King|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer" - ], - [ - "9th", - "{@spell Plague of Undead|LM}", - "Necromancy", - "No", - "No", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "9th", - "{@spell Unholy Union|LM}", - "Necromancy", - "No", - "No", - "Warlock" - ] - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Spell Descriptions", - "entries": [ - "The spells here are presented in alphabetical order.", - { - "type": "list", - "columns": 3, - "items": [ - "{@spell Animate Crawling Claw|LM}", - "{@spell Animate Greater Undead|LM}", - "{@spell Avascular Mass|LM}", - "{@spell Awaken Undead|LM}", - "{@spell Bite of the King|LM}", - "{@spell Clutch of Orcus|LM}", - "{@spell Command Horde|LM}", - "{@spell Consumptive Field|LM}", - "{@spell Energy Ebb|LM}", - "{@spell Field of Ghouls|LM}", - "{@spell Flesh Puppet|LM}", - "{@spell Ghastly Stench|LM}", - "{@spell Ghoul Gauntlet|LM}", - "{@spell Ghoul Light|LM}", - "{@spell Grave Bolt|LM}", - "{@spell Gravesight|LM}", - "{@spell Kiss of the Vampire|LM}", - "{@spell Lay Waste|LM}", - "{@spell Manipulate Corpse|LM}", - "{@spell Mourning Mist|LM}", - "{@spell Necrotic Cyst|LM}", - "{@spell Negative Energy Burst|LM}", - "{@spell Plague of Undead|LM}", - "{@spell Protection from Life and Death|LM}", - "{@spell Revive Undead|LM}", - "{@spell Sheltered Vitality|LM}", - "{@spell Tenebrous Phantasm|LM}", - "{@spell Unholy Crusade|LM}", - "{@spell Unholy Union|LM}", - "{@spell Vampiric Smite|LM}", - "{@spell Veil of Undeath|LM}", - "{@spell Venomous Smite|LM}", - "{@spell Wall of Pain|LM}", - "{@spell Weakening Aura|LM}", - "{@spell Wither Limb|LM}", - "{@spell Withering Curse|LM}" - ] - }, - { - "type": "statblock", - "tag": "spell", - "name": "Animate Crawling Claw", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Animate Greater Undead", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Avascular Mass", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Awaken Undead", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Bite of the King", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Clutch of Orcus", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Command Horde", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Consumptive Field", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Energy Ebb", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Field of Ghouls", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Flesh Puppet", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Ghastly Stench", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Ghoul Gauntlet", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Ghoul Light", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Grave Bolt", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Gravesight", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Kiss of the Vampire", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Lay Waste", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Manipulate Corpse", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Mourning Mist", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Necrotic Cyst", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Negative Energy Burst", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Plague of Undead", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Protection from Life and Death", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Revive Undead", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Sheltered Vitality", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Tenebrous Phantasm", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Unholy Crusade", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Unholy Union", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Vampiric Smite", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Veil of Undeath", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Venomous Smite", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Wall of Pain", - "source": "LM", - "collapsed": true - }, - { - "type": "statblock", - "tag": "spell", - "name": "Weakening Aura", - 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