diff --git a/Dungeons of Drakkenheim.json b/Dungeons of Drakkenheim.json new file mode 100644 index 0000000000..dcf4d793d6 --- /dev/null +++ b/Dungeons of Drakkenheim.json @@ -0,0 +1,9178 @@ +{ + "_meta": { + "sources": [ + { + "json": "Drakkenheim", + "abbreviation": "DoD", + "full": "Dungeons of Drakkenheim", + "url": "https://www.youtube.com/@DungeonDudes", + "authors": [ + "Dungeon dudes" + ], + "convertedBy": [ + "Felipe Baglioli" + ] + } + ] + }, + "monster": [ + { + "name": "Haze Husk", + "source": "Drakkenheim", + "page": 197, + "basicRules": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 22, + "formula": "3d8 + 9" + }, + "speed": { + "walk": 20 + }, + "str": 13, + "dex": 6, + "con": 16, + "int": 3, + "wis": 6, + "cha": 5, + "save": { + "wis": "+0" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1/4", + "trait": [ + { + "name": "Death Burst.", + "entries": [ + "If damage reduces the haze husk to 0 hit points, the delerium fragments in its body explode in a burst of contaminated energy, unless the damage is radiant or from a critical hit. Each creature within 5 feet of it must succeed on a {@dc 10} Constitution saving throw or take 7 ({@damage 2d6}) necrotic damage. Creatures who fail this saving throw by 5 or more gain one level of contamination." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage." + ] + } + ], + "environment": [ + "urban" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/zombie.mp3" + }, + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "miscTags": [ + "MW", + "AOE" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Zombie.png", + "fluff": { + "name": "Zombie", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.", + { + "name": "Dark Servants", + "type": "entries", + "entries": [ + "Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.", + "Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a {@spell resurrection} spell.", + "A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters." + ] + }, + { + "name": "Hideous Forms", + "type": "entries", + "entries": [ + "Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water." + ] + }, + { + "name": "Mindless Soldiers", + "type": "entries", + "entries": [ + "Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.", + "A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so." + ] + }, + { + "name": "Undead Nature", + "type": "entries", + "entries": [ + "A zombie doesn't require air, food, drink, or sleep." + ] + } + ] + }, + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "After Beek died, we cast an {@spell animate dead} spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious." + ], + "by": "Fonkin Hoodypeak", + "from": "on friendship" + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Zombie.jpg" + }, + "credit": "Conceptopolis" + } + ] + }, + "damageTags": [ + "B", + "N" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Haze Wight", + "source": "Drakkenheim", + "page": 198, + "basicRules": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item studded leather armor|phb|studded leather}" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 16, + "int": 10, + "wis": 13, + "cha": 15, + "skill": { + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "3", + "trait": [ + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wight makes two longsword attacks or two longbow attacks. It can use its Contaminated Torch in place of one longsword attack." + ] + }, + { + "name": "Contaminated Torch", + "entries": [ + " {@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or gain one level of contamination." + ] + }, + { + "name": "Create Haze Husk", + "entries": [ + "The wight targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. It rises as a haze husk in an unoccupied space within 5 feet. The haze husk is under the wight’s control. The wight can have no more than 12 haze husks under its control at one time." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + } + ], + "environment": [ + "desert", + "swamp", + "underdark", + "urban" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/wight.mp3" + }, + "attachedItems": [ + "longbow|phb", + "longsword|phb" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Wight.png", + "fluff": { + "name": "Wight", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "The word \"wight\" meant \"person\" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.", + "Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.", + { + "name": "Life Eaters", + "type": "entries", + "entries": [ + "Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things.", + "When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor." + ] + }, + { + "name": "Shadow of the Grave", + "type": "entries", + "entries": [ + "Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast.", + "Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them." + ] + }, + { + "name": "Undead Nature", + "type": "entries", + "entries": [ + "A wight doesn't require air, food, drink, or sleep." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Wight.jpg" + } + } + ] + }, + "damageTags": [ + "N", + "P", + "S" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Warp Witch", + "source": "Drakkenheim", + "page": 198, + "basicRules": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "A" + ], + "ac": [ + 11 + ], + "hp": { + "average": 45, + "formula": "10d8" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 7, + "dex": 13, + "con": 10, + "int": 10, + "wis": 12, + "cha": 17, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "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" + ], + "languages": [ + "any languages it knew in life" + ], + "cr": "4", + "trait": [ + { + "name": "Ethereal Sight", + "entries": [ + "The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The ghost 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." + ] + } + ], + "action": [ + { + "name": "Withering Touch", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage." + ] + }, + { + "name": "Etherealness", + "entries": [ + "The ghost 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": "Psychic Wail {@recharge 5}", + "entries": [ + "Every creature within 30 feet of the warp witch must succeed on a {@dc 13} Intelligence saving throw or take 10 ({@damage 3d6}) psychic damage and become {@condition incapacitated} until the end of the warp witches next turn." + ] + }, + { + "name": "Possession {@recharge}", + "entries": [ + "One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.", + "The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends." + ] + }, + { + "name": "Mutate Host", + "entries": [ + "The warp witch can use a bonus action while it is possessing a creature to force mutations upon its host. The possessed creature must succeed on a {@dc 13} Charisma saving throw or gain one level of contamination. Rather than rolling to determine if a mutation occurs, the warp witch automatically causes a random mutation." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/ghost.mp3" + }, + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Ghost.png", + "fluff": { + "name": "Ghost", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.", + { + "name": "Unfinished Business", + "type": "entries", + "entries": [ + "A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.", + "The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance." + ] + }, + { + "name": "Ghostly Manifestations", + "type": "entries", + "entries": [ + "Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur." + ] + }, + { + "name": "Undead Nature", + "type": "entries", + "entries": [ + "A ghost doesn't require air, food, drink, or sleep." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Ghost.jpg" + } + } + ] + }, + "damageTags": [ + "N", + "O", + "Y" + ], + "savingThrowForced": [ + "charisma", + "intelligence" + ] + }, + { + "name": "Arcane Wraith", + "source": "Drakkenheim", + "page": 197, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 16, + "con": 16, + "int": 12, + "wis": 14, + "cha": 15, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "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": "6", + "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." + ] + } + ], + "action": [ + { + "name": "Life Drain", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ] + }, + { + "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." + ] + } + ], + "environment": [ + "underdark" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/wraith.mp3" + }, + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "miscTags": [ + "MW", + "HPR" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Wraith.png", + "fluff": { + "name": "Wraith", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.", + { + "name": "Vile Oblivion", + "type": "entries", + "entries": [ + "When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life." + ] + }, + { + "name": "Bereft of Body", + "type": "entries", + "entries": [ + "A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.", + "A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become." + ] + }, + { + "name": "Undead Commanders", + "type": "entries", + "entries": [ + "A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.", + "Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die." + ] + }, + { + "name": "Undead Nature", + "type": "entries", + "entries": [ + "A wraith doesn't require air, food, drink, or sleep." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Wraith.jpg" + } + } + ] + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The arcane wraith is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, +5 to hit with spell attacks). The wraith knows the following sorcerer spells:" + ], + "will": [ + "{@spell mage hand}", + "{@spell magic missile}", + "{@spell minor illusion}" + ], + "daily": { + "1": [ + "{@spell hypnotic pattern}" + ], + "3": [ + "{@spell lightning bolt}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CS" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "L", + "O" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ] + }, + { + "name": "Crater Wurm", + "source": "Drakkenheim", + "page": 197, + "size": [ + "G" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 247, + "formula": "15d20 + 90" + }, + "speed": { + "walk": 50, + "burrow": 30 + }, + "str": 28, + "dex": 7, + "con": 22, + "int": 1, + "wis": 8, + "cha": 4, + "save": { + "con": "+11", + "wis": "+4" + }, + "senses": [ + "blindsight 30 ft.", + "tremorsense 60 ft." + ], + "passive": 9, + "cr": "15", + "trait": [ + { + "name": "Tunneler", + "entries": [ + "The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake." + ] + } + ], + "action": [ + { + "name": "Breach", + "entries": [ + "The crater wurm utilises its full movement. While doing so, it can enter large or smaller creatures’ spaces. Whenever the wurm enters a creature’s space, the creature must succeed on a {@dc 19} Strength saving throw. On a successful save, the creature can choose to be pushed to the side of the wurm’s space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.", + "On a failed save, the creature takes 35 ({@damage 10d6}) bludgeoning damage, and is pushed 10 feet and knocked {@condition prone}. After finishing its move, the wurm can make one bite attack against a {@condition prone} target as a bonus action." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.", + "If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Contaminated Gullet", + "entries": [ + "A creature swallowed by a crater wurm gains one level of contamination each time it takes acid damage while inside the wurm." + ] + } + ], + "environment": [ + "desert", + "underdark" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/purple-worm.mp3" + }, + "traitTags": [ + "Tunneler" + ], + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "prone", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Purple Worm.png", + "fluff": { + "name": "Purple Worm", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food.", + { + "name": "Ravenous Hunters", + "type": "entries", + "entries": [ + "Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters.", + "Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance." + ] + }, + { + "name": "Boons of the Worm", + "type": "entries", + "entries": [ + "When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters.", + "A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Purple Worm.jpg" + } + } + ] + }, + "damageTags": [ + "A", + "B", + "P" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ] + }, + { + "name": "Garmyr", + "source": "Drakkenheim", + "page": 197, + "basicRules": true, + "size": [ + "M" + ], + "type": { + "type": "monstrosity", + "tags": [ + "gnoll" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item hide armor|phb}", + "{@item shield|phb}" + ] + } + ], + "hp": { + "average": 22, + "formula": "5d8" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 12, + "con": 11, + "int": 6, + "wis": 10, + "cha": 7, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Gnoll" + ], + "cr": "1/2", + "trait": [ + { + "name": "Rampage", + "entries": [ + "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage." + ] + } + ], + "environment": [ + "desert", + "forest", + "grassland", + "hill" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/gnoll.mp3" + }, + "attachedItems": [ + "longbow|phb", + "spear|phb" + ], + "traitTags": [ + "Rampage" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "OTH" + ], + "miscTags": [ + "MW", + "RW", + "MLW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Gnoll.png", + "fluff": { + "name": "Gnoll", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.", + { + "name": "Demonic Origin", + "type": "entries", + "entries": [ + "The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power." + ] + }, + { + "name": "Nomadic Destroyers", + "type": "entries", + "entries": [ + "Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.", + "Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.", + { + "name": "Thirst for Blood", + "entries": [ + "No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls." + ], + "type": "entries" + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Gnoll.jpg" + } + } + ] + }, + "damageTags": [ + "P" + ] + }, + { + "name": "Grotesque Gargant", + "source": "Drakkenheim", + "page": 197, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "11d12 + 55" + }, + "speed": { + "walk": 40 + }, + "str": 23, + "dex": 15, + "con": 20, + "int": 10, + "wis": 12, + "cha": 9, + "save": { + "dex": "+5", + "con": "+8", + "wis": "+4" + }, + "skill": { + "athletics": "+12", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Giant" + ], + "cr": "8", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "A grotesque gargant regains 10 hit points at the start of its turn as long as it is within the Deep Haze. The gargant dies only if it starts its turn with 0 hit points and doesn’t regenerate." + ] + }, + { + "name": "Contaminating Beam", + "entries": [ + "The grotesque gargant magically forces a creature it can see within 60 feet of it to make a {@dc 15} Constitution saving throw. The creature takes 27 ({@dice 6d8}) necrotic" + ] + }, + { + "name": "Misty Camouflage", + "entries": [ + "The gargant has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes two greatclub attacks." + ] + }, + { + "name": "Greatclub", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "reaction": [ + { + "name": "Rock Catching", + "entries": [ + "If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it." + ] + } + ], + "environment": [ + "hill", + "mountain", + "underdark" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/stone-giant.mp3" + }, + "attachedItems": [ + "greatclub|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI" + ], + "miscTags": [ + "MW", + "RCH", + "MLW", + "RW" + ], + "conditionInflict": [ + "prone" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Stone Giant.png", + "fluff": { + "name": "Stone Giant", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.", + { + "type": "entries", + "name": "Inhabitants of a Stone World", + "entries": [ + "Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.", + "In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves." + ] + }, + { + "type": "entries", + "name": "Carvers and Seers", + "entries": [ + "Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills.", + "Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work." + ] + }, + { + "type": "entries", + "name": "Graceful Athletes", + "entries": [ + "Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise." + ] + }, + { + "type": "entries", + "name": "Dreamers under Sky", + "entries": [ + "Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.", + "Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Giants", + "entries": [ + "Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.", + { + "name": "Old as Legend", + "type": "entries", + "entries": [ + "In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.", + "Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight." + ] + }, + { + "type": "entries", + "name": "The Ordning", + "entries": [ + "Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.", + "Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.", + "At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.", + "Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude." + ] + }, + { + "type": "inset", + "name": "Giant Gods", + "entries": [ + "When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.", + "Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.", + "Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast." + ] + }, + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand." + ], + "by": "Captain Dwern Addlestone's partial account of the Siege of Sterngate" + } + ] + }, + { + "type": "insetReadaloud", + "entries": [ + { + "type": "quote", + "entries": [ + "And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there." + ], + "by": "Elder Zelane of Istivin, recounting the Giant Wars" + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Stone Giant.jpg" + } + } + ] + }, + "traitTags": [ + "Regeneration" + ], + "damageTags": [ + "B" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ] + }, + { + "name": "Tower Dragon", + "group": [ + "Metallic Dragon" + ], + "source": "Drakkenheim", + "page": 198, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 142, + "formula": "15d10 + 60" + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 40 + }, + "str": 21, + "dex": 10, + "con": 19, + "int": 14, + "wis": 13, + "cha": 17, + "save": { + "dex": "+3", + "con": "+7", + "wis": "+5", + "cha": "+6" + }, + "skill": { + "insight": "+5", + "perception": "+9", + "stealth": "+3" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft.", + "truesight 120 ft." + ], + "passive": 19, + "immune": [ + "lightning" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "10", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The dragon can breathe air and water." + ] + }, + { + "name": "Constructed Nature", + "entries": [ + "The dragon doesn’t require air, food, drink, or sleep." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the dragon remains motionless, it is indistinguishable from an inanimate bronze statue." + ] + }, + { + "name": "Faultless Tracker", + "entries": [ + "The creature(s) that caused the dragon to animate becomes its quarry. The dragon knows the direction and distance to its quarry as long the quarry remains within Drakkenheim or until the dragon is destroyed." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The dragon is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The tower dragon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The tower dragon's weapon attacks are magical." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "If the tower dragon is destroyed, it regains all its hit points in 1 hour unless a disintegrate spell is cast on its remains." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Breath Weapons {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Lightning Breath", + "entry": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one." + }, + { + "type": "item", + "name": "Repulsion Breath", + "entry": "The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon." + } + ] + } + ] + } + ], + "environment": [ + "coastal" + ], + "dragonCastingColor": "bronze", + "dragonAge": "young", + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/bronze-dragon.mp3" + }, + "traitTags": [ + "Amphibious", + "False Appearance", + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Rejuvenation" + ], + "senseTags": [ + "B", + "SD", + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Young Bronze Dragon.png", + "fluff": { + "name": "Young Bronze Dragon", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.", + "A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.", + { + "type": "entries", + "entries": [ + { + "name": "Dragons of the Coast", + "type": "entries", + "entries": [ + "Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item." + ] + }, + { + "name": "War Machines", + "type": "entries", + "entries": [ + "Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.", + { + "name": "Well-Organized Wealth", + "entries": [ + "Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection." + ], + "type": "entries" + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "A Bronze Dragon's Lair", + "entries": [ + "A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs." + ] + }, + { + "type": "entries", + "name": "Metallic Dragons", + "entries": [ + "Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.", + { + "type": "entries", + "entries": [ + { + "name": "Noble Curiosity", + "type": "entries", + "entries": [ + "Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.", + "A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item." + ] + }, + { + "name": "Solitary Shapeshifters", + "type": "entries", + "entries": [ + "At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.", + "Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events." + ] + }, + { + "name": "The Persistence of Memory", + "type": "entries", + "entries": [ + "Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before." + ] + }, + { + "name": "King of Good Dragons", + "type": "entries", + "entries": [ + "The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.", + "Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Dragons", + "entries": [ + "True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.", + "Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.", + "Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.", + "True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.", + { + "type": "table", + "caption": "Dragon Age Categories", + "colLabels": [ + "Category", + "Size", + "Age Range" + ], + "colStyles": [ + "col-4", + "col-4", + "col-4" + ], + "rows": [ + [ + "Wyrmling", + "Medium", + "5 years or less" + ], + [ + "Young", + "Large", + "6–100 years" + ], + [ + "Adult", + "Huge", + "101–800 years" + ], + [ + "Ancient", + "Gargantuan", + "801 years or more" + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Bronze Dragon.jpg" + } + } + ] + }, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "poison", + "psychic", + "slashing" + ], + "note": "from nonmagical weapons that aren't adamantine.", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "damageTags": [ + "L", + "P", + "S" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ] + }, + { + "name": "Wall Gargoyle", + "source": "Drakkenheim", + "page": 198, + "basicRules": true, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "7d8 + 21" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 15, + "dex": 11, + "con": 16, + "int": 6, + "wis": 11, + "cha": 7, + "senses": [ + "darkvision 60 ft.", + "truesight 120 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "petrified", + "poisoned" + ], + "languages": [ + "Terran" + ], + "cr": "2", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the gargoyle remains motionless, it is indistinguishable from an inanimate statue." + ] + }, + { + "name": "Faultless Tracker", + "entries": [ + "The creature that caused the gargoyle to animate becomes its quarry. The gargoyle knows the direction and distance to its quarry as long the quarry remains within Drakkenheim or until the gargoyle is destroyed." + ] + }, + { + "name": "Keen Sight", + "entries": [ + "The wall gargoyle has advantage on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The wall gargoyle's weapon attacks are magical." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "If the wall gargoyle is destroyed, it regains all its hit points in 1 hour unless a disintegrate spell is cast on its remains." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gargoyle makes two attacks: one with its bite and one with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/gargoyle.mp3" + }, + "traitTags": [ + "False Appearance", + "Keen Senses", + "Magic Weapons", + "Rejuvenation" + ], + "senseTags": [ + "D", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "T" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true, + "tokenUrl": "https://5e.tools/img/MM/Gargoyle.png", + "fluff": { + "name": "Gargoyle", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.", + { + "name": "Animate Stone", + "type": "entries", + "entries": [ + "Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry." + ] + }, + { + "name": "Deadly Reputation", + "type": "entries", + "entries": [ + "Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures." + ] + }, + { + "name": "Cruel Servants", + "type": "entries", + "entries": [ + "Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.", + "Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint." + ] + }, + { + "type": "entries", + "name": "Elemental Nature", + "entries": [ + "A gargoyle doesn't require air, food, drink, or sleep." + ] + }, + { + "type": "inset", + "name": "Shards of Elemental Evil", + "entries": [ + "As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.", + "Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.", + "On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Gargoyle.jpg" + } + } + ] + }, + "damageTags": [ + "P", + "S" + ] + }, + { + "name": "Ratling", + "size": [ + "S" + ], + "type": "monstrosity", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "2d6 - 2", + "average": 5 + }, + "speed": { + "walk": 30, + "swim": 30, + "climb": 30 + }, + "str": 10, + "dex": 15, + "con": 8, + "int": 8, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/8", + "page": 202, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "save": { + "str": "+7", + "dex": "+15", + "con": "+8", + "int": "+8", + "wis": "+10", + "cha": "+5" + }, + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The ratling has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The ratling has advantage on an attack roll against a creature if at least one of the ratling's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Skulker", + "entries": [ + "The ratling can take the Hide action as a bonus action on each of its turns." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW", + "RW" + ], + "attachedItems": [ + "sling|phb" + ], + "damageTags": [ + "B", + "P" + ] + }, + { + "name": "Ratling Guttersnipe", + "source": "Drakkenheim", + "page": 202, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 27, + "formula": "6d8" + }, + "speed": { + "walk": 30, + "climb": 30, + "swim": 30 + }, + "str": 10, + "dex": 15, + "con": 10, + "int": 12, + "wis": 14, + "cha": 16, + "skill": { + "deception": "+5", + "insight": "+4", + "investigation": "+5", + "perception": "+6", + "persuasion": "+5", + "sleight of hand": "+4", + "stealth": "+4" + }, + "passive": 16, + "languages": [ + "any two languages" + ], + "cr": "1", + "trait": [ + { + "name": "Cunning Action", + "entries": [ + "On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The spy deals an extra 7 ({@dice 2d6}) damage when it 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 the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The ratling guttersnipe has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The ratling guttersnipe has advantage on an attack roll against a creature if at least one of the ratling guttersnipe's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Hand Crossbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "environment": [ + "urban" + ], + "soundClip": { + "type": "external", + "url": "https://5e.tools/audio/bestiary/spy.mp3" + }, + "attachedItems": [ + "hand crossbow|phb" + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics", + "Sneak Attack" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "X" + ], + "miscTags": [ + "RW", + "MW" + ], + "hasFluff": true, + "tokenUrl": "https://5e.tools/img/MM/Spy.png", + "fluff": { + "name": "Spy", + "source": "MM", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + "Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers." + ] + } + ] + } + ] + }, + "damageTags": [ + "P" + ] + }, + { + "name": "Warlock of the Rat God", + "size": [ + "S" + ], + "type": "monstrosity", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12, + { + "ac": 15, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "formula": "6d6 + 6", + "average": 27 + }, + "speed": { + "walk": 30, + "climb": 30, + "swim": 30 + }, + "str": 7, + "dex": 14, + "con": 13, + "int": 13, + "wis": 11, + "cha": 15, + "passive": 10, + "cr": "2", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "trait": [ + { + "name": "Skulker", + "entries": [ + "The ratling can take the Hide action as a bonus action on each of its turns." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The warlock of the rat god has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 12}, +4 to hit with spell attacks), requiring no material components:" + ], + "will": [ + "{@spell eldritch blast} (2 beams)", + "{@spell mage armor} (self only)", + "{@spell minor illusion}", + "{@spell thaumaturgy}" + ], + "daily": { + "1e": [ + "{@spell augury}", + "{@spell burning hands}", + "{@spell conjure animals} (only {@creature giant rat})", + "{@spell faerie fire}", + "{@spell invisibility}", + "{@spell misty step}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I", + "CL" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "page": 202, + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "F", + "O" + ], + "savingThrowForcedSpell": [ + "dexterity" + ] + }, + { + "name": "Animated Delerium Sludge", + "size": [ + "L" + ], + "type": "elemental", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "12d10 + 48", + "average": 114 + }, + "speed": { + "walk": 30, + "swim": 90 + }, + "str": 18, + "dex": 14, + "con": 18, + "int": 5, + "wis": 10, + "cha": 8, + "passive": 10, + "cr": "5", + "page": 203, + "languages": [ + "Deep Speech" + ], + "languageTags": [ + "DS" + ], + "resist": [ + { + "resist": [ + "acid", + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "trait": [ + { + "name": "Sludge Form", + "entries": [ + "The animated sludge can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + } + ], + "action": [ + { + "name": "Contaminated Touch", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage. In addition, a target hit by this attack must succeed on a {@dc 15} Constitution saving throw or gain one level of contamination." + ] + }, + { + "name": "Engulf", + "entries": [ + "Each creature in the animated sludge’s space must succeed on a {@dc 15} Strength saving throw. On a failed save, a creature becomes {@condition grappled} by the sludge if it is Large or smaller (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}. If the saving throw is successful, the target is pushed out of the sludge’s space.", + "The sludge can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the sludge’s turns, each target {@condition grappled} by it takes 28 ({@damage 8d6}) necrotic damage and must succeed on a {@dc 15} Constitution saving throw or gain one level of contamination.", + "A creature within 5 feet of the sludge can attempt to pull a creature or object out of it. This takes an action and requires a successful {@dc 14} Strength check." + ] + } + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "damageTags": [ + "N" + ], + "savingThrowForced": [ + "constitution", + "strength" + ] + }, + { + "name": "Living Deep Haze", + "size": [ + "L" + ], + "type": "elemental", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 15 + ], + "hp": { + "formula": "12d10 + 24", + "average": 90 + }, + "speed": { + "walk": 0, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 20, + "con": 14, + "int": 5, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "5", + "page": 204, + "languages": [ + "Deep Speech" + ], + "languageTags": [ + "DS" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "trait": [ + { + "name": "Fog Form", + "entries": [ + "The Living Deep Haze can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Deep Haze", + "entries": [ + "A creature who enters or starts its turn in the same space as the Living Deep Haze must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and gain one level of contamination." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Living Deep Haze makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d8 + 5}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "N" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Entropic Flame", + "size": [ + "L" + ], + "type": "elemental", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "formula": "12d10 + 12", + "average": 78 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 17, + "con": 13, + "int": 5, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "5", + "page": 208, + "languages": [ + "Deep Speech" + ], + "languageTags": [ + "DS" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "trait": [ + { + "name": "Fire Form", + "entries": [ + "The entropic flame can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the flame can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns." + ] + }, + { + "name": "Illumination (Fire Elemental)", + "entries": [ + "The entropic flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet." + ] + } + ], + "traitTags": [ + "Illumination" + ], + "miscTags": [ + "RW", + "MW", + "AOE" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The entropic flame makes three hurl flame attacks. Before or after making each attack, the entropic flame can teleport up to 10 feet to a space it can see. It may teleport into a space occupied by another creature." + ] + }, + { + "name": "Hurl Flame", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 120/120 ft., one target. {@h}10 ({@damage 3d6}) fire damage." + ] + }, + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "F" + ] + }, + { + "name": "Walking Delerium Geode", + "size": [ + "L" + ], + "type": "elemental", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "12d10 + 60", + "average": 126 + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 20, + "dex": 8, + "con": 20, + "int": 5, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "5", + "page": 205, + "languages": [ + "Deep Speech" + ], + "languageTags": [ + "DS" + ], + "vulnerable": [ + "radiant", + "thunder" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "senseTags": [ + "D", + "T" + ], + "trait": [ + { + "name": "Death Burst", + "entries": [ + "If damage reduces the walking delerium geode to 0 hit points, the delerium crystals in its body explode in a burst of contaminated energy, unless the damage was force, radiant, or thunder. Each creature within 30 feet of it must succeed on a {@dc 15} Constitution saving throw or take 42 ({@damage 12d6}) necrotic damage and gain one level of contamination. In addition, this explosion triggers a random arcane anomaly (see Appendix D)." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "The walking delerium geode can burrow through nonmagical, unworked earth and stone. While doing so, the geode doesn’t disturb the material it moves through." + ] + } + ], + "traitTags": [ + "Death Burst" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "action": [ + { + "name": "Shard Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. A target hit by this attack must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and gain one level of contamination." + ] + } + ], + "damageTags": [ + "B", + "N" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Hypnotic Eldritch Blossom", + "size": [ + "M" + ], + "type": "plant", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + 5 + ], + "hp": { + "formula": "4d8", + "average": 18 + }, + "speed": { + "walk": 5 + }, + "str": 3, + "dex": 1, + "con": 10, + "int": 1, + "wis": 3, + "cha": 5, + "passive": 6, + "cr": "1", + "page": 205, + "senses": [ + "blindsight 30 ft. (blind beyond this range)" + ], + "senseTags": [ + "B" + ], + "conditionImmune": [ + "blinded", + "deafened", + "frightened" + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the Hypnotic Eldritch Blossom remains motionless, it is indistinguishable from an ordinary flower." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "action": [ + { + "name": "Contaminated Nectar", + "entries": [ + "The Hypnotic Eldritch Blossom targets one creature it can see within 10 feet of it. The target must succeed on a {@dc 10} Constitution saving throw or gain one level of contamination." + ] + }, + { + "name": "Hypnotic Pollen (recharges on a short or long rest)", + "entries": [ + "The Hypnotic Eldritch Blossom releases a cloud of glittering pollen out to a radius of 30 feet. Creatures in the area must succeed on a {@dc 10} Wisdom saving throw or become {@condition charmed} by the Hypnotic Eldritch Blossom for 1 minute. While {@condition charmed}, the creature is {@condition incapacitated} and must use all its movement on its turns to get as close to the Hypnotic Eldritch Blossom as possible.", + "The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor." + ] + } + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "reaction": [ + { + "name": "Spell Reflection", + "entries": [ + "If the hypnotic eldritch blossom makes a successful saving throw against a spell which targets only it and does not have an area of effect, or a spell attack misses it, the blossom can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the hypnotic eldritch blossom. If the spell forces a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature." + ] + } + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Amalgamation", + "size": [ + "G" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "30d20 + 210", + "average": 525 + }, + "speed": { + "walk": 5 + }, + "str": 30, + "dex": 11, + "con": 27, + "int": 22, + "wis": 18, + "cha": 20, + "passive": 21, + "cr": "23", + "page": 206, + "senses": [ + "truesight 120 ft." + ], + "senseTags": [ + "U" + ], + "languages": [ + "all", + "telephaty 1 mile" + ], + "languageTags": [ + "XX" + ], + "skill": { + "arcana": "+13", + "deception": "+12", + "insight": "+11", + "perception": "+11" + }, + "save": { + "str": "+17", + "dex": "+7", + "con": "+15", + "int": "+13", + "wis": "+11" + }, + "immune": [ + { + "immune": [ + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone", + "stunned" + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the amalgamation fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The amalgamation is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The amalgamation's weapon attacks are magical." + ] + }, + { + "name": "Malignancy", + "entries": [ + "The amalgamation can’t be teleported or travel to another plane against its will." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Legendary Resistances", + "Magic Weapons" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The amalgamation’s innate spellcasting ability is Charisma (spell save {@dc 20}). It can innately cast the following spells, requiring no components:" + ], + "will": [ + "{@spell detect thoughts}", + "{@spell dispel magic}" + ], + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The amalgamation uses its Contaminating Presence. It then makes three tentacle attacks, each of which it can replace with one use of Fling." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by the amalgamation, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the amalgamation, and it takes 42 ({@damage 12d6}) acid damage and gains one level of contamination at the start of each of the amalgamation’s turns. If the amalgamation takes 50 damage or more on a single turn from a creature inside it, the amalgamation must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the amalgamation. If the amalgamation dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 50 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. The amalgamation has twelve tentacles, each of which can grapple one target." + ] + }, + { + "name": "Fling", + "entries": [ + "One Large or smaller object held or creature {@condition grappled} by the amalgamation is thrown up to 60 feet in a direction of the amalgamation’s choice and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}." + ] + }, + { + "name": "Mind-breaking Whispers", + "entries": [ + "The amalgamation utters a terrible truth within the mind of one creature within 120 feet of it. That creature must succeed on a {@dc 20} Intelligence saving throw. On a failure, it takes 35 ({@damage 10d6}) psychic damage and becomes insane until it finishes a long rest. While insane, it can’t take actions, can’t understand what other creatures say, can’t read, and can speak only in gibberish. A greater restoration spell cast on the creature ends this effect." + ] + }, + { + "name": "Contaminated Presence", + "entries": [ + "Humanoid creatures within 120 feet of the amalgamation must succeed on a {@dc 20} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and gain one level of contamination." + ] + } + ], + "actionTags": [ + "Multiattack", + "Swallow", + "Tentacles" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone", + "restrained" + ], + "miscTags": [ + "MW", + "RCH" + ], + "legendaryActions": 3, + "legendaryHeader": [ + "The amalgamation can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The amalgamation regains spent legendary actions at the start of its turn." + ], + "legendary": [ + { + "name": "Tentacle Attack or Fling", + "entries": [ + "The amalgamation makes one tentacle attack or uses its Fling." + ] + }, + { + "name": "Mind-breaking Whispers (Costs 2 Actions)", + "entries": [ + "The amalgamation uses Mind-breaking Whispers." + ] + }, + { + "name": "Piper at the Gate (Costs 3 Actions)", + "entries": [ + "Up to five {@creature gibbering mouther}s appear in unoccupied spaces within 30 feet of the amalgamation and remain until destroyed. These creatures act after the amalgamation on the same initiative count and are under its control. The amalgamation can have up to ten {@creature gibbering mouther}s summoned by this ability at a time." + ] + } + ], + "damageTags": [ + "A", + "B", + "N", + "P", + "Y" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence" + ], + "savingThrowForcedSpell": [ + "wisdom" + ] + }, + { + "name": "Crimson Countess", + "size": [ + "M" + ], + "type": "monstrosity", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "20d8 + 40", + "average": 130 + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 10, + "dex": 21, + "con": 15, + "int": 13, + "wis": 11, + "cha": 19, + "passive": 16, + "cr": "8", + "page": 208, + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "languages": [ + "Abyssal" + ], + "languageTags": [ + "AB" + ], + "save": { + "con": "+5", + "wis": "+3" + }, + "skill": { + "acrobatics": "+11", + "deception": "+7", + "perception": "+6" + }, + "immune": [ + "lightning", + "thunder" + ], + "trait": [ + { + "name": "Keen Sight", + "entries": [ + "The crimson countess has advantage on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Aerial Acrobat", + "entries": [ + "On each of her turns, the Crimson Countess can use a bonus action to take the Dash, Disengage, or Dodge action." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Crimson Countess can use her Frightful Screech. She then makes two attacks with her talons or one with her javelin." + ] + }, + { + "name": "Talons", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 5}) slashing damage." + ] + }, + { + "name": "Frightful Screech", + "entries": [ + "Each creature of the Crimson Countess’ choice that is within 120 feet of her and not {@condition deafened} must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of the Crimson Countess’ Frightful Screech for the next 24 hours.", + "While {@condition frightened} by this effect, a creature must take the Dash action and move away from the Crimson Countess by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the Crimson Countess, the creature can repeat the saving throw. On a successful save, the effect ends for that creature." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or ranged 20/60 feet, one target. Hit. 9 ({@damage 1d6 + 5}) piercing damage, plus 14 ({@damage 4d6}) lightning damage." + ] + }, + { + "name": "Thunder Blast {@recharge 5}", + "entries": [ + "The Crimson Countess unleashes a thunderous cry in a 15-foot cube. Each creature in the cube must succeed on a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) thunder damage on a failed save, or half as much damage on a successful one. Creatures who fail this saving throw are pushed 10 feet and knocked {@condition prone}." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RW", + "MLW", + "THW", + "AOE" + ], + "conditionInflict": [ + "frightened" + ], + "attachedItems": [ + "javelin|phb" + ], + "damageTags": [ + "L", + "P", + "S", + "T" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Executioner", + "size": [ + "H" + ], + "type": "construct", + "source": "Drakkenheim", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "30d12 + 210", + "average": 405 + }, + "speed": { + "walk": 40 + }, + "str": 29, + "dex": 11, + "con": 25, + "int": 10, + "wis": 11, + "cha": 10, + "passive": 10, + "cr": "20", + "page": 209, + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "languages": [ + "Understands common but do not speak" + ], + "save": { + "str": "+15", + "con": "+13", + "wis": "+6" + }, + "immune": [ + { + "immune": [ + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the executioner fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The executioner is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The executioner has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The executioner's weapon attacks are magical." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "If the Executioner is destroyed, it returns with all its hit points in 24 hours unless a disintegrate spell is cast on its remains." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons", + "Rejuvenation" + ], + "action": [ + { + "name": "Guillotine Blade", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 10 ft., or range 30/120 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage plus 14 ({@damage 4d6}) necrotic damage. The target must succeed on a {@dc 21} Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic 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. Immediately after making a ranged attack, this weapon flies back to the Executioner’s hands." + ] + }, + { + "name": "Necrotic Vents {@recharge 5}", + "entries": [ + "The Executioner vents necrotic gas in a 30-foot radius. Each creature in that area must succeed on a {@dc 21} Constitution saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this saving throw by 5 or more gains one level of contamination." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "HPR", + "AOE" + ], + "legendary": [ + { + "name": "Lumber Forward (Costs 2 Actions)", + "entries": [ + "The Executioner moves half its speed." + ] + }, + { + "name": "Attack (Costs 2 Actions)", + "entries": [ + "The Executioner makes a melee or ranged attack with its Guillotine Blade." + ] + }, + { + "name": "Summon Shadows (Costs 3 Actions", + "entries": [ + "The Executioner targets up to six humanoid corpses it can see within 60 feet of it that have died violently. Each target’s spirit rises as a shadow in the space of its corpse or in the nearest unoccupied space. The shadows act after the Executioner on the same initiative count, are under its control, and remain for 1 minute or until they’re destroyed. They disappear if the Executioner is destroyed." + ] + } + ], + "damageTags": [ + "N", + "S" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Gravekeeper", + "size": [ + "L" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "20d10 + 100", + "average": 210 + }, + "speed": { + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 7, + "con": 21, + "int": 19, + "wis": 17, + "cha": 21, + "passive": 23, + "cr": "13", + "page": 210, + "senses": [ + "truesight 120 ft." + ], + "senseTags": [ + "U" + ], + "languages": [ + "All but does not speak" + ], + "save": { + "con": "+10", + "wis": "+8", + "cha": "+10" + }, + "skill": { + "perception": "+13" + }, + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the gravekeeper fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Dazzling Illumination", + "entries": [ + "The Gravekeeper projects a brilliant corona of light which sheds bright light to a range of 60 feet, and causes 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 Gravekeeper is {@condition incapacitated} or has a speed of 0." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 4d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Lantern Blast", + "entries": [ + "Magical octarine beams flash from the Gravekeeper’s many lanterns. Each beam has a different power. Each creature within 120 feet of the Gravekeeper which is not behind total cover rolls a {@dice d6} to determine which colour ray affects it. The DC for all saving throws is 18:" + ] + }, + { + "name": "1. Dispelling Blast", + "entries": [ + "The targeted creature must succeed on an Intelligence saving throw or take 35 ({@damage 10d6}) psychic damage, and any spell or magical effect upon the target ends. A creature who fails this saving throw has their {@status concentration} broken on any spell they were actively maintaining." + ] + }, + { + "name": "2. Forceful Blast", + "entries": [ + "The targeted creature must succeed on a Strength saving throw or take 35 ({@damage 10d6}) force damage, be pushed 20 feet away, and knocked {@condition prone}." + ] + }, + { + "name": "3. Blinding Blast", + "entries": [ + "The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) radiant damage and be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw on each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "4. Contamining Blast", + "entries": [ + "The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) necrotic damage and gain one level of contamination." + ] + }, + { + "name": "5. Igniting Blast", + "entries": [ + "The targeted creature must succeed on a Dexterity saving throw or take 35 ({@damage 10d6}) fire damage, and catches fire; until someone takes an action to douse the fire, the target takes 35 ({@damage 10d6}) fire damage at the start of each of its turns." + ] + }, + { + "name": "6. Freezing Blast", + "entries": [ + "The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) cold damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the blast’s other effects." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone" + ], + "legendary": [ + { + "name": "Slam", + "entries": [ + "The Gravekeeper makes a slam attack." + ] + }, + { + "name": "Glide", + "entries": [ + "The Gravekeeper moves its speed without provoking opportunity attacks." + ] + }, + { + "name": "Lantern Blast (Costs 3 Actions)", + "entries": [ + "The Gravekeeper uses its Lanter Blast" + ] + } + ], + "mythicHeader": [ + "Lair Actions", + "When fighting inside its lair, the Gravekeeper can invoke the ambient magic to take lair actions. The Gravekeeper can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row. On initiative count 20 (losing initiative ties), the Gravekeeper can take one lair action to cause one of the following effects:" + ], + "legendaryGroup": { + "name": "Lich", + "source": "MM" + }, + "mythic": [ + { + "name": "Delerium Spout", + "entries": [ + "A 10 foot radius cylinder of delerium sludge spouts up from the floor and raises 30 feet into the air before bubbling back down. Any creature caught in this spout must succeed on a {@dc 18} Constitution saving throw. They take 42 ({@damage 12d6}) necrotic damage on a failed saving throw, and half as much on a successful one. In addition, characters who fail the saving throw gain one level of contamination" + ] + }, + { + "name": "Wall Grapple", + "entries": [ + "Walls within 120 feet of the Gravekeeper sprout grasping, fleshy arms. Each creature of the Gravekeepers choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength (Athletics) or Dexterity (Acrobatics) check." + ] + }, + { + "name": "Torch Blast", + "entries": [ + "A torch or lantern hanging in the room emits one of the Gravekeeper’s lantern blasts." + ] + } + ], + "damageTags": [ + "B", + "C", + "F", + "N", + "O", + "R", + "Y" + ], + "damageTagsLegendary": [ + "N" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "savingThrowForcedLegendary": [ + "constitution" + ] + }, + { + "name": "Gravekeeper", + "size": [ + "L" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "20d10 + 100", + "average": 210 + }, + "speed": { + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 7, + "con": 21, + "int": 19, + "wis": 17, + "cha": 21, + "passive": 23, + "cr": "13", + "page": 210, + "senses": [ + "truesight 120 ft." + ], + "senseTags": [ + "U" + ], + "languages": [ + "All but does not speak" + ], + "save": { + "con": "+10", + "wis": "+8", + "cha": "+10" + }, + "skill": { + "perception": "+13" + }, + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the gravekeeper fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Dazzling Illumination", + "entries": [ + "The Gravekeeper projects a brilliant corona of light which sheds bright light to a range of 60 feet, and causes 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 Gravekeeper is {@condition incapacitated} or has a speed of 0." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 4d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Lantern Blast", + "entries": [ + "Magical octarine beams flash from the Gravekeeper’s many lanterns. Each beam has a different power. Each creature within 120 feet of the Gravekeeper which is not behind total cover rolls a {@dice d6} to determine which colour ray affects it. The DC for all saving throws is 18:" + ] + }, + { + "name": "1. Dispelling Blast", + "entries": [ + "The targeted creature must succeed on an Intelligence saving throw or take 35 ({@damage 10d6}) psychic damage, and any spell or magical effect upon the target ends. A creature who fails this saving throw has their {@status concentration} broken on any spell they were actively maintaining." + ] + }, + { + "name": "2. Forceful Blast", + "entries": [ + "The targeted creature must succeed on a Strength saving throw or take 35 ({@damage 10d6}) force damage, be pushed 20 feet away, and knocked {@condition prone}." + ] + }, + { + "name": "3. Blinding Blast", + "entries": [ + "The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) radiant damage and be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw on each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "4. Contamining Blast", + "entries": [ + "The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) necrotic damage and gain one level of contamination." + ] + }, + { + "name": "5. Igniting Blast", + "entries": [ + "The targeted creature must succeed on a Dexterity saving throw or take 35 ({@damage 10d6}) fire damage, and catches fire; until someone takes an action to douse the fire, the target takes 35 ({@damage 10d6}) fire damage at the start of each of its turns." + ] + }, + { + "name": "6. Freezing Blast", + "entries": [ + "The targeted creature must succeed on a Constitution saving throw or take 35 ({@damage 10d6}) cold damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the blast’s other effects." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone" + ], + "legendary": [ + { + "name": "Slam", + "entries": [ + "The Gravekeeper makes a slam attack." + ] + }, + { + "name": "Glide", + "entries": [ + "The Gravekeeper moves its speed without provoking opportunity attacks." + ] + }, + { + "name": "Lantern Blast (Costs 3 Actions)", + "entries": [ + "The Gravekeeper uses its Lanter Blast" + ] + } + ], + "mythicHeader": [ + "Lair Actions", + "When fighting inside its lair, the Gravekeeper can invoke the ambient magic to take lair actions. The Gravekeeper can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row. On initiative count 20 (losing initiative ties), the Gravekeeper can take one lair action to cause one of the following effects:" + ], + "mythic": [ + { + "name": "Delerium Spout", + "entries": [ + "A 10 foot radius cylinder of delerium sludge spouts up from the floor and raises 30 feet into the air before bubbling back down. Any creature caught in this spout must succeed on a {@dc 18} Constitution saving throw. They take 42 ({@damage 12d6}) necrotic damage on a failed saving throw, and half as much on a successful one. In addition, characters who fail the saving throw gain one level of contamination" + ] + }, + { + "name": "Wall Grapple", + "entries": [ + "Walls within 120 feet of the Gravekeeper sprout grasping, fleshy arms. Each creature of the Gravekeepers choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength (Athletics) or Dexterity (Acrobatics) check." + ] + }, + { + "name": "Torch Blast", + "entries": [ + "A torch or lantern hanging in the room emits one of the Gravekeeper’s lantern blasts." + ] + } + ], + "damageTagsLegendary": [ + "N" + ], + "savingThrowForcedLegendary": [ + "constitution" + ], + "damageTags": [ + "B", + "C", + "F", + "N", + "O", + "R", + "Y" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Lord of the Feast", + "size": [ + "L" + ], + "type": "monstrosity", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "24d10 + 96", + "average": 228 + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 18, + "dex": 18, + "con": 18, + "int": 11, + "wis": 18, + "cha": 13, + "passive": 24, + "cr": "15", + "page": 211, + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "languages": [ + "Abyssal" + ], + "languageTags": [ + "AB" + ], + "save": { + "con": "+9", + "dex": "+9", + "wis": "+9", + "cha": "+6" + }, + "skill": { + "athletics": "+9", + "perception": "+14", + "stealth": "+14", + "survival": "+9" + }, + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the lord of the feast fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The lord of the feast regains 20 hit points at the start of his turn if he has at least 1 hit point remaining." + ] + }, + { + "name": "Close-quarters Hunter", + "entries": [ + "Being within 5 feet of a hostile creature doesn’t impose disadvantage on the Lord of the Feast’s ranged attack rolls" + ] + }, + { + "name": "Predatory Senses", + "entries": [ + "The Lord of the Feast has advantage on Wisdom (Perception) checks. He can pinpoint the position of any creature within 120 feet of him that is {@condition invisible}." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Regeneration" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Lord of the Feast makes three attacks: either one with each of its different arrow attacks, or one with his bite and two with his claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. A target hit by this attack must succeed on a {@dc 17} Constitution saving throw or gain one level of contamination" + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft, one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Contaminating Arrow", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. A target hit by this attack must succeed on a {@dc 17} Constitution saving throw or gain one level of contamination." + ] + }, + { + "name": "Esnaring Arrow", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is Large or smaller, it must succeed on a {@dc 17} Dexterity saving throw or become {@condition restrained} in a magical snare for 1 minute. A {@condition restrained} target can use its action to repeat the saving throw, ending the effect on itself on a success." + ] + }, + { + "name": "Harpoon Arrow", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is a Huge or smaller creature, it must succeed on {@dc 17} Strength saving throw or be pulled up to 20 feet directly toward the Lord of the Feast." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "legendary": [ + { + "name": "Dash", + "entries": [ + "The Lord of the Feast moves his speed without provoking opportunity attacks." + ] + }, + { + "name": "Arrow (Costs 2 Actions)", + "entries": [ + "The Lord of the Feast makes one arrow attack of his choice." + ] + }, + { + "name": "Call of The Hunt (Costs 3 Actions)", + "entries": [ + "The Lord of the Feast releases a blood-curdling howl which can be heard all across Drakkenheim. Garmyr within 60 feet who can see and hear the Lord of the Feast can use their reaction to move up to half their speed and make one melee or ranged attack with advantage." + ] + } + ], + "damageTags": [ + "N", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ] + }, + { + "name": "Pale Man", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "N" + ], + "ac": [ + 12, + { + "ac": 15, + "condition": "with {@spell mage armor}" + } + ], + "hp": { + "formula": "1d8 + 3", + "average": 7 + }, + "speed": { + "walk": 30, + "climb": 60 + }, + "str": 10, + "dex": 15, + "con": 17, + "int": 20, + "wis": 15, + "cha": 12, + "passive": 17, + "cr": "13", + "page": 212, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common and any 5 other languages" + ], + "languageTags": [ + "C" + ], + "save": { + "int": "+10", + "con": "+8", + "wis": "+7" + }, + "skill": { + "arcana": "+10", + "perception": "+7", + "history": "+10" + }, + "immune": [ + "necrotic", + "poison" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "restrained" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The Pale Man is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 18}, +10 to hit with spell attacks). The Pale Man has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell mage hand}", + "{@spell mending}", + "{@spell prestidigitation}", + "{@spell shocking grasp}" + ] + }, + "1": { + "spells": [ + "{@spell delerium orb|Drakkenheim}", + "{@spell mage armor}", + "{@spell magic missile}", + "{@spell shield}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell hold person}", + "{@spell invisibility}", + "{@spell warp bolt|Drakkenheim}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell counterspell}", + "{@spell lightning bolt}", + "{@spell purge contamination|Drakkenheim}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell delerium blast|Drakkenheim}", + "{@spell forced evolution|Drakkenheim}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell conjure the deep haze|Drakkenheim}", + "{@spell siphon contamination|Drakkenheim}" + ], + "slots": 3 + }, + "6": { + "spells": [ + "{@spell chain lightning}" + ], + "slots": 1 + }, + "7": { + "spells": [ + "{@spell octarine spray|Drakkenheim}" + ], + "slots": 1 + }, + "8": { + "spells": [ + "{@spell antimagic field}" + ], + "slots": 1 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the pale man fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Insect Body", + "entries": [ + "The Pale Man can occupy another creature’s space and vice versa, and the Pale Man can move through any opening large enough for a Tiny insect." + ] + }, + { + "name": "Crawling Flesh", + "entries": [ + "When the Pale Man is reduced to 0 hit points, it breaks apart into a {@creature swarm of insects} in the same space. Unless the swarm is destroyed, the Pale Man swarm returns to its cocoon and reforms {@dice 1d6} days later." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "action": [ + { + "name": "Contaminating Touch", + "entries": [ + "{@atk ms} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage, and the target must succeed on a {@dc 16} Constitution saving throw or receive one level of contamination." + ] + }, + { + "name": "Infest the Flesh {@recharge}", + "entries": [ + "Each creature within 30 feet of the Pale Man must succeed on a {@dc 16} Dexterity saving throw or take 22 ({@damage 5d8}) necrotic damage and be {@condition restrained} by masses of swarming fleshy bugs. The affected creature takes 22 ({@damage 5d8}) necrotic damage at the start of each of the Pale Man’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "miscTags": [ + "RCH", + "AOE" + ], + "conditionInflict": [ + "restrained" + ], + "legendary": [ + { + "name": "Cantrip", + "entries": [ + "The Pale Man casts one cantrip." + ] + }, + { + "name": "Slither (Costs 2 Actions)", + "entries": [ + "The Pale Man moves his speed without provoking opportunity attacks." + ] + }, + { + "name": "Contaminate (Costs 3 Actions)", + "entries": [ + "Each creature {@condition restrained} by the Pale Man’s Infest the Flesh must succeed on a {@dc 16} Constitution saving throw or gain one level of contamination." + ] + } + ], + "damageTags": [ + "N" + ], + "damageTagsSpell": [ + "A", + "C", + "F", + "I", + "L", + "N", + "O", + "T", + "Y" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ] + }, + { + "name": "Rat Prince", + "size": [ + "M" + ], + "type": "monstrosity", + "source": "Drakkenheim", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item leather armor|phb}" + ] + } + ], + "hp": { + "formula": "12d8 + 12", + "average": 66 + }, + "speed": { + "walk": 30, + "climb": 30, + "swim": 30 + }, + "str": 12, + "dex": 19, + "con": 13, + "int": 9, + "wis": 15, + "cha": 9, + "passive": 16, + "cr": "3", + "page": 213, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "skill": { + "acrobatics": "+6", + "athletics": "+3", + "perception": "+6", + "stealth": "+8" + }, + "trait": [ + { + "name": "Cunning Action", + "entries": [ + "The Rat Prince can take the Dash, Disengage, or Hide action as a bonus action on each of its turns." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The rat prince has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The rat prince has advantage on an attack roll against a creature if at least one of the rat prince's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Contaminated Ammunition", + "entries": [ + "The Rat Prince carries {@dice 2d6} pieces of ammunition laced with delerium fragments. These projectiles cause {@damage 1d6} extra damage on a hit, and the target must succeed on a {@dc 10} Constitution saving throw or gain one level of contamination." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Rat Prince makes three attacks: two with his short swords, and one with his contaminated bite." + ] + }, + { + "name": "Short Sword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Contaminated Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 4}) piercing damage, plus an extra 10 ({@damage 3d6}) necrotic damage, and the creature must succeed on a {@dc 11} Constitution saving throw or gain one level of contamination." + ] + }, + { + "name": "Hand Crossbow", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RW" + ], + "attachedItems": [ + "hand crossbow|phb" + ], + "damageTags": [ + "N", + "P" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Lord Commander Elias Drexel", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "source": "Drakkenheim", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "{@item +3 breastplate}" + ] + } + ], + "hp": { + "formula": "1d8 + 4", + "average": 8 + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 15, + "con": 18, + "int": 15, + "wis": 16, + "cha": 11, + "passive": 23, + "cr": "15", + "page": 214, + "level": 20, + "senses": [ + "blindsight 10 ft." + ], + "senseTags": [ + "B" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "save": { + "str": "+9", + "dex": "+7", + "wis": "+8" + }, + "skill": { + "athletics": "+9", + "perception": "+13", + "stealth": "+12", + "survival": "+8" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Elias Drexel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, +8 to hit with spell attacks). He knows the following ranger spells:" + ], + "spells": { + "1": { + "spells": [ + "{@spell cure wounds}", + "{@spell fog cloud}", + "{@spell hunter's mark}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell pass without trace}", + "{@spell protection from poison}", + "{@spell spike growth}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell conjure animals}", + "{@spell nondetection}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell freedom of movement}", + "{@spell stoneskin}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell tree stride} (works on buildings instead of trees)" + ], + "slots": 2 + } + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CR" + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Elias Drexel fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Survivor", + "entries": [ + "At the start of each of his turns, Elias Drexel regains 10 hit points if he has no more than half of his hit points left. He does not gain this benefit if he has 0 hit points." + ] + }, + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when Elias Drexel hits with it." + ] + }, + { + "name": "Special Equipment", + "entries": [ + "Elias Drexel wields a {@item +3 Longsword}, wears a {@item +3 breastplate} and the {@item Lord Commander's Badge | Drakkenheim}." + ] + } + ], + "traitTags": [ + "Brute", + "Legendary Resistances" + ], + "shortName": "Elias Drexel", + "action": [ + { + "name": "Multiattack", + "entries": [ + "Elias Drexel uses Leadership. He then makes four attacks with either his longsword or his longbow." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Leadership (Recharges after a Short or Long Rest)", + "entries": [ + "For 1 minute, Elias Drexel can utter a special command or warning whenever a non- hostile creature that he can see within 120 feet of him makes an attack roll or a saving throw. The creature can add a {@dice 1d4} to its roll provided it can hear and understand Elias Drexel. A creature can benefit from only one Leadership die at a time. This effect ends if Elias Drexel is {@condition incapacitated}." + ] + } + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "attachedItems": [ + "longbow|phb", + "longsword|phb" + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Elias Drexel adds 5 to his AC against one melee attack that would hit him. To do so, Elias Drexel must see the attacker and be wielding a melee weapon." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "Elias Drexel makes one weapon attack." + ] + }, + { + "name": "Command", + "entries": [ + "Elias Drexel chooses one ally he can see. If that ally can see and hear him, that ally can make one weapon attack as a reaction and gains advantage on the attack roll. The attack deals an extra 10 ({@damage 3d6}) damage on a hit." + ] + } + ], + "legendaryHeader": [ + "Elias Drexel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elias drexel regains spent legendary actions at the start of its turn." + ], + "damageTags": [ + "P", + "S" + ], + "damageTagsSpell": [ + "P" + ] + }, + { + "name": "Eldrick Runeweaver", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "source": "Drakkenheim", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "{@item robe of the archmagi}", + "{@item staff of power}" + ] + } + ], + "hp": { + "formula": "20d8 + 60", + "average": 150 + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 10, + "con": 16, + "int": 22, + "wis": 19, + "cha": 15, + "passive": 26, + "cr": "15", + "shortName": true, + "page": 215, + "level": 20, + "senses": [ + "truesight 120 ft." + ], + "senseTags": [ + "U" + ], + "languages": [ + "All" + ], + "save": { + "str": "+1", + "dex": "+2", + "con": "+10", + "int": "+13", + "wis": "+11", + "cha": "+4" + }, + "skill": { + "arcana": "+16", + "history": "+16", + "perception": "+16", + "persuasion": "+14" + }, + "resist": [ + { + "resist": [], + "preNote": "damage from spells" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Eldrick Runeweaver fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Eldrick Runeweaver has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Special Equipment", + "entries": [ + "Eldrick Runeweaver wears a {@item robe of the archmagi}, carries a {@item staff of power}, and wears a {@item ring of spell storing}. He carries {@dice 2d6} very rare spell scrolls and potions." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Eldrick Runeweaver is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 19}, +11 to hit with spell attacks). He can cast {@spell shield} and {@spell invisibility} at will and has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell fire bolt}", + "{@spell mage hand}", + "{@spell minor illusion}", + "{@spell prestidigitation}", + "{@spell ray of frost}" + ] + }, + "1": { + "spells": [ + "{@spell mage armor}", + "{@spell magic missile}", + "{@spell thunderwave}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell detect thoughts}", + "{@spell levitate}", + "{@spell shatter}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell counterspell}", + "{@spell dispel magic}", + "{@spell lightning bolt}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell banishment}", + "{@spell dimension door}", + "{@spell ice storm}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell arcane hand}", + "{@spell scrying}", + "{@spell wall of force}" + ], + "slots": 3 + }, + "6": { + "spells": [ + "{@spell chain lightning}", + "{@spell globe of invulnerability}" + ], + "slots": 2 + }, + "7": { + "spells": [ + "{@spell forcecage}", + "{@spell teleport}" + ], + "slots": 2 + }, + "8": { + "spells": [ + "{@spell maze}" + ], + "slots": 1 + }, + "9": { + "spells": [ + "{@spell prismatic wall}" + ], + "slots": 1 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "action": [ + { + "name": "Staff of Power", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d6 + 1}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "legendary": [ + { + "name": "Cantrip", + "entries": [ + "Eldrick Runeweaver casts a cantrip." + ] + }, + { + "name": "Teleport", + "entries": [ + "Eldrick Runeweaver teleports 60 feet to an unoccupied space he can see." + ] + }, + { + "name": "Cast a Spell (Costs 3 actions)", + "entries": [ + "Eldrick Runeweaver casts a spell using a spell slot." + ] + } + ], + "legendaryHeader": [ + "Eldrick Runeweaver can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Eldrick Runeweaver regains spent legendary actions at the start of its turn." + ], + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "A", + "B", + "C", + "F", + "I", + "L", + "O", + "T" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Knight-Captain Theodore Marshal", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "source": "Drakkenheim", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 20, + "from": [ + "{@item plate armor|phb}", + "{@item shield|phb}" + ] + } + ], + "hp": { + "formula": "30d8 + 120", + "average": 255 + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 10, + "con": 18, + "int": 13, + "wis": 15, + "cha": 19, + "passive": 12, + "cr": "15", + "shortName": "Theodore Marshal", + "page": 215, + "level": 20, + "languages": [ + "Common", + "Celestial" + ], + "languageTags": [ + "C", + "CE" + ], + "save": { + "wis": "+7", + "cha": "+9" + }, + "skill": { + "athletics": "+9", + "animal handling": "+7", + "persuasion": "+9", + "insight": "+7" + }, + "conditionImmune": [ + "charmed", + "frightened" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Theodore Marshal is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 17}, +9 to hit with spell attacks). He has the following paladin spells prepared:" + ], + "spells": { + "1": { + "spells": [ + "{@spell bless}", + "{@spell cure wounds}", + "{@spell guiding bolt}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell aid}", + "{@spell branding smite}", + "{@spell lesser restoration}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell beacon of hope}", + "{@spell dispel magic}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell banishment}", + "{@spell death ward}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell flame strike}", + "{@spell hallow}" + ], + "slots": 2 + } + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CP" + ], + "trait": [ + { + "name": "Divine Trait", + "entries": [ + "Theodore Marshal’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "Theodore Marshal fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Special Equipment", + "entries": [ + "Theodore Marshal wields a {@item holy avenger longsword}." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Theodore Marshal makes two melee attacks." + ] + }, + { + "name": "Holy Avenger", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 8}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "Theodore Marshal makes one weapon attack." + ] + }, + { + "name": "Holy Bolt (Costs 2 Actions)", + "entries": [ + "Theodore Marshal casts {@spell guiding bolt} without expending a spell slot." + ] + } + ], + "legendaryHeader": [ + "Theodore Marshal can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The theodore marshal regains spent legendary actions at the start of its turn." + ], + "damageTags": [ + "B", + "R" + ], + "damageTagsSpell": [ + "F", + "R" + ], + "savingThrowForcedSpell": [ + "charisma", + "dexterity" + ] + }, + { + "name": "Lucretia Mathias", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "source": "Drakkenheim", + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "unarmored defense" + ] + } + ], + "hp": { + "formula": "20d8", + "average": 90 + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 10, + "con": 10, + "int": 19, + "wis": 24, + "cha": 19, + "passive": 26, + "cr": "15", + "page": 216, + "level": 20, + "senses": [ + "truesight 120 ft." + ], + "senseTags": [ + "U" + ], + "languages": [ + "All" + ], + "save": { + "wis": "+11", + "cha": "+9" + }, + "skill": { + "insight": "+17", + "perception": "+17", + "persuasion": "+14", + "religion": "+14" + }, + "conditionImmune": [ + "charmed", + "frightened" + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "Lucretia Mathias fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Prescient", + "entries": [ + "Lucretia Mathias can’t be surprised while she is conscious." + ] + }, + { + "name": "Unarmored Defense", + "entries": [ + "While Lucretia Mathias is wearing no armour and wielding no shield, her AC includes her Wisdom modifier." + ] + }, + { + "name": "Undeniable Faith", + "entries": [ + "Lucretia Mathias automatically succeeds on Constitution saving throws to maintain {@status concentration} on her spells. Any spell she casts is treated as if it were cast using a 9th level spell slot, regardless of the spell slot used to cast the spell." + ] + }, + { + "name": "Divine Grace", + "entries": [ + "Any creature who targets Lucretia Mathias with an attack or a harmful spell must first make a {@dc 20} Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn’t protect Lucretia Mathias from area effects, such as the explosion of a fireball.", + "If Lucretia Mathias makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends until the start of her next turn." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Lucretia Mathias is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 20}, +12 to hit with spell attacks). She has the following cleric spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell guidance}", + "{@spell light}", + "{@spell sacred flame}", + "{@spell thaumaturgy}" + ] + }, + "1": { + "spells": [ + "{@spell bless}", + "{@spell command}", + "{@spell guiding bolt}", + "{@spell healing word}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell aid}", + "{@spell hold person}", + "{@spell lesser restoration}", + "{@spell spiritual weapon}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell dispel magic}", + "{@spell sending}", + "{@spell speak with dead}", + "{@spell spirit guardians}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell banishment}", + "{@spell death ward}", + "{@spell divination}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell commune}", + "{@spell flame strike}", + "{@spell greater restoration}", + "{@spell scrying}" + ], + "slots": 2 + }, + "6": { + "spells": [ + "{@spell heal}", + "{@spell word of recall}" + ], + "slots": 2 + }, + "7": { + "spells": [ + "{@spell divine word}", + "{@spell resurrection}" + ], + "slots": 2 + }, + "8": { + "spells": [ + "{@spell holy aura}" + ], + "slots": 1 + }, + "9": { + "spells": [ + "{@spell gate}", + "{@spell sacrament of the falling fire|Drakkenheim}" + ], + "slots": 1 + } + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CC" + ], + "action": [ + { + "name": "Pacifying Touch", + "entries": [ + "{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) psychic damage. A creature reduced to 0 hit points by this damage is stable at 0 hit points. The target must succeed on a {@dc 20} Wisdom saving throw or be {@condition incapacitated} for 1 minute. This effect ends for an affected creature if it takes any damage." + ] + }, + { + "name": "Divine Intervention (1/week)", + "entries": [ + "Lucretia Mathias calls on the Sacred Flame for aid. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate." + ] + } + ], + "conditionInflict": [ + "incapacitated" + ], + "legendary": [ + { + "name": "Cantrip", + "entries": [ + "Lucretia Mathias casts a cantrip." + ] + }, + { + "name": "Pacifying Touch (Costs 2 Actions)", + "entries": [ + "Lucretia Mathias uses her Pacifying Touch." + ] + }, + { + "name": "Cast a Spell (Costs 3 Actions)", + "entries": [ + "Lucretia Mathias casts a spell using a spell slot." + ] + } + ], + "legendaryHeader": [ + "Lucretia Mathias can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lucretia mathias regains spent legendary actions at the start of its turn." + ], + "damageTags": [ + "Y" + ], + "damageTagsSpell": [ + "F", + "N", + "O", + "R" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Queen of Thieves", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "source": "Drakkenheim", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 23, + "condition": "canny defense, mage armor", + "braces": true + } + ], + "hp": { + "formula": "20d8 + 20", + "average": 120 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 20, + "con": 13, + "int": 20, + "wis": 16, + "cha": 19, + "passive": 18, + "cr": "15", + "page": 217, + "level": 20, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Dwarvish", + "Elvish", + "Undercommon" + ], + "languageTags": [ + "C", + "D", + "E", + "U" + ], + "save": { + "dex": "+10", + "int": "+10" + }, + "skill": { + "acrobatics": "+10", + "arcana": "+10", + "deception": "+14", + "insight": "+8", + "perception": "+8", + "persuasion": "+9", + "sleight of hand": "+10", + "stealth": "+15" + }, + "conditionImmune": [ + "charmed" + ], + "trait": [ + { + "name": "Special Equipment", + "entries": [ + "The Queen of Thieves wears an {@item amulet of proof against detection and location} and a {@item Spymaster's Signet | Drakkenheim}. She wields a {@item +3 rapier}." + ] + }, + { + "name": "Canny Defense", + "entries": [ + "While the Queen of Thieves is wearing light or no armour and wielding no shield, her AC includes her Intelligence modifier." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Queen of Thieves deals an extra 18 ({@damage 5d6}) damage when she 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 the Queen of Thieves that isn’t incapacitated and she doesn’t have disadvantage on the attack roll." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Queen of Thieves fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Memory Thief", + "entries": [ + "Creatures are not aware when the Queen of Thieves reads their thoughts or charms them. Additionally, when a spell causes creatures to become {@condition charmed}; cast by the Queen of Thieves ends, she can make affected creatures lose their memories. They must succeed on a {@dc 18} Intelligence saving throw or forget up to 8 hours of the time spent {@condition charmed} by her. These memories can be restored with a {@spell heal} spell or similar magic." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Sneak Attack" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The Queen of Thieves’ innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material, somatic, or verbal components:" + ], + "will": [ + "{@spell detect thoughts}", + "{@spell disguise self}", + "{@spell suggestion}" + ], + "ability": "int", + "type": "spellcasting" + }, + { + "name": "Spellcasting", + "headerEntries": [ + "The Queen of Thieves is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, +10 to hit with spell attacks). She has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell mage hand}", + "{@spell message}", + "{@spell minor illusion}", + "{@spell prestidigitation}" + ] + }, + "1": { + "spells": [ + "{@spell feather fall}", + "{@spell mage armor}", + "{@spell shield}", + "{@spell sleep}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell mirror image}", + "{@spell misty step}", + "{@spell see invisibility}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell gaseous form}", + "{@spell hypnotic pattern}", + "{@spell major image}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell dimension door}", + "{@spell greater invisibility}", + "{@spell polymorph}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell dominate person}", + "{@spell scrying}", + "{@spell seeming}" + ], + "slots": 3 + }, + "6": { + "spells": [ + "{@spell eyebite}", + "{@spell mass suggestion}" + ], + "slots": 2 + }, + "7": { + "spells": [ + "{@spell forcecage}", + "{@spell project image}" + ], + "slots": 2 + }, + "8": { + "spells": [ + "{@spell feeblemind}" + ], + "slots": 1 + }, + "9": { + "spells": [ + "{@spell foresight}" + ], + "slots": 1 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I", + "CW" + ], + "action": [ + { + "name": "+3 Rapier", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target {@h}13 ({@damage 1d8 + 8}) piercing damage." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk rw} {@hit 10} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 7}) piercing damage." + ] + } + ], + "miscTags": [ + "MW", + "MLW", + "RW", + "THW" + ], + "attachedItems": [ + "+3 rapier|dmg", + "dagger|phb" + ], + "reaction": [ + { + "name": "Misdirection", + "entries": [ + "When she would take damage, the Queen of Thieves becomes {@condition invisible} and teleports 60 feet to an unoccupied space she can see. At the same time, an illusory double of her appears where she was standing and lasts for 1 minute. The invisibility ends if the Queen of Thieves attacks or casts a spell, or after 1 minute." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "The Queen of Thieves makes one melee or ranged attack." + ] + }, + { + "name": "Move", + "entries": [ + "The Queen of Thieves moves up to her speed without provoking opportunity attacks." + ] + } + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "N", + "O", + "Y" + ], + "savingThrowForced": [ + "intelligence" + ], + "savingThrowForcedSpell": [ + "charisma", + "intelligence", + "wisdom" + ] + }, + { + "name": "Cavalier", + "size": [ + "M" + ], + "type": "humanoid", + "source": "Drakkenheim", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 19, + "from": [ + "{@item splint armor|phb}", + "{@item shield|phb}" + ] + } + ], + "hp": { + "formula": "12d8 + 36", + "average": 90 + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 10, + "con": 16, + "int": 10, + "wis": 12, + "cha": 15, + "passive": 14, + "cr": "5", + "page": 218, + "languages": [ + "Any two" + ], + "save": { + "wis": "+4", + "cha": "+5" + }, + "skill": { + "animal handling": "+4", + "athletics": "+7", + "perception": "+4", + "persuasion": "+5" + }, + "trait": [ + { + "name": "Brave", + "entries": [ + "The cavalier has advantage on saving throws against being {@condition frightened}." + ] + }, + { + "name": "Light's Fury", + "entries": [ + "The cavalier deals an extra 9 ({@damage 2d8}) radiant damage when it hits with a weapon attack." + ] + }, + { + "name": "Skilled Rider", + "entries": [ + "While mounted, the cavalier may force an attack targeted at their mount to target them instead." + ] + } + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The cavalier is an 8th-level spellcaster that uses Charisma as its spellcasting ability (spell save {@dc 13}; +5 to hit with spell attacks). They have the following paladin spells prepared:" + ], + "spells": { + "1": { + "spells": [ + "{@spell bless}", + "{@spell command}", + "{@spell cure wounds}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell branding smite}", + "{@spell find steed}" + ], + "slots": 3 + } + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CP" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The cavalier makes two melee attacks." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 7} to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 9 ({@damage 2d8}) radiant damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) radiant damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RCH", + "MLW", + "RW", + "THW" + ], + "attachedItems": [ + "javelin|phb", + "lance|phb" + ], + "damageTags": [ + "P", + "R" + ], + "damageTagsSpell": [ + "R" + ], + "savingThrowForcedSpell": [ + "wisdom" + ] + }, + { + "name": "Chaplain", + "size": [ + "M" + ], + "type": "humanoid", + "source": "Drakkenheim", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item chain mail|phb}", + "{@item shield|phb}" + ] + } + ], + "hp": { + "formula": "9d8 + 18", + "average": 58 + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 10, + "con": 14, + "int": 11, + "wis": 17, + "cha": 13, + "passive": 13, + "cr": "6", + "page": 218, + "languages": [ + "Any two" + ], + "save": { + "wis": "+6", + "cha": "+4" + }, + "skill": { + "insight": "+6", + "persuasion": "+4", + "religion": "+3" + }, + "trait": [ + { + "name": "Devotion", + "entries": [ + "The chaplain has advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + } + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The chaplain is a 9th-level spellcaster that uses Wisdom as its spellcasting ability (spell save {@dc 12}; +4 to hit with spell attacks). They have the following cleric spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell light}", + "{@spell mending}", + "{@spell sacred flame}", + "{@spell spare the dying}" + ] + }, + "1": { + "spells": [ + "{@spell bless}", + "{@spell guiding bolt}", + "{@spell healing word}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell lesser restoration}", + "{@spell prayer of healing}", + "{@spell spiritual weapon}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell dispel magic}", + "{@spell purge contamination|Drakkenheim}", + "{@spell spirit guardians}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell banishment}", + "{@spell divination}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell flame strike}" + ], + "slots": 0 + } + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CC" + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage or 5 ({@damage 1d8 + 1}) damage when used in two hands to make a melee attack." + ] + } + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "F", + "N", + "O", + "R" + ], + "savingThrowForcedSpell": [ + "charisma", + "dexterity", + "wisdom" + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ] + }, + { + "name": "Hedge Mage", + "size": [ + "M" + ], + "type": "humanoid", + "source": "Drakkenheim", + "alignment": [ + "A" + ], + "ac": [ + 12, + { + "ac": 15, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "formula": "4d8 + 4", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 13, + "int": 15, + "wis": 11, + "cha": 11, + "passive": 10, + "cr": "1", + "page": 219, + "languages": [ + "Any two" + ], + "skill": { + "arcana": "+4" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The hedge mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 12}; +4 to hit with spell attacks). The hedge mage has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell mage hand}", + "{@spell shocking grasp}" + ] + }, + "1": { + "spells": [ + "{@spell false life}", + "{@spell mage armor}", + "{@spell magic missile}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell acid arrow}", + "{@spell web}" + ], + "slots": 3 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "A", + "F", + "L", + "N", + "O" + ], + "savingThrowForcedSpell": [ + "dexterity" + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "dagger|phb" + ] + }, + { + "name": "Scoundrel", + "size": [ + "M" + ], + "type": "humanoid", + "source": "Drakkenheim", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item leather armor|phb}" + ] + } + ], + "hp": { + "formula": "8d8 + 8", + "average": 44 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 17, + "con": 12, + "int": 14, + "wis": 10, + "cha": 15, + "passive": 10, + "cr": "3", + "page": 219, + "languages": [ + "Thieves cant plus any two languages" + ], + "languageTags": [ + "X" + ], + "skill": { + "acrobatics": "+5", + "deception": "+6", + "sleight of hand": "+5", + "stealth": "+7" + }, + "trait": [ + { + "name": "Cunning Action", + "entries": [ + "On each of its turns, the scoundrel can use a bonus action to take the Dash, Disengage, or Hide action." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The scoundrel deals an extra 14 ({@damage 4d6}) damage when it 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 the scoundrel that isn’t incapacitated and the scoundrel doesn’t have disadvantage on the attack roll." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The scoundrel is a 3rd level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 12}; +4 to hit with spell attacks). It knows the following spells from the wizard spell list:" + ], + "spells": { + "0": { + "spells": [ + "{@spell mage hand} (the hand is invisible)", + "{@spell minor illusion}", + "{@spell prestidigitation}" + ] + }, + "1": { + "spells": [ + "{@spell charm person}", + "{@spell disguise self}", + "{@spell sleep}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell invisibility}", + "{@spell suggestion}" + ], + "slots": 2 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "action": [ + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Hand Crossbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "attachedItems": [ + "hand crossbow|phb", + "shortsword|phb" + ], + "damageTags": [ + "P" + ], + "savingThrowForcedSpell": [ + "wisdom" + ] + }, + { + "name": "Urban Ranger", + "size": [ + "M" + ], + "type": "humanoid", + "source": "Drakkenheim", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|phb}" + ] + } + ], + "hp": { + "formula": "8d8 + 16", + "average": 52 + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 12, + "dex": 17, + "con": 14, + "int": 11, + "wis": 15, + "cha": 11, + "passive": 16, + "cr": "3", + "page": 220, + "languages": [ + "Any two" + ], + "skill": { + "athletics": "+5", + "perception": "+6", + "stealth": "+7", + "survival": "+6" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The urban ranger is an 8th-level spellcaster that uses Wisdom as its spellcasting ability (spell save {@dc 12}; +4 to hit with spell attacks). It knows the following spells from the ranger spell list:" + ], + "spells": { + "1": { + "spells": [ + "{@spell cure wounds}", + "{@spell fog cloud}", + "{@spell hunter's mark}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell pass without trace}", + "{@spell spike growth}" + ], + "slots": 3 + } + }, + "ability": "wis", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CR" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The urban ranger makes two melee attacks or two ranged attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, ranged 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "attachedItems": [ + "longbow|phb", + "shortsword|phb" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "P" + ] + }, + { + "name": "Protean Abomination", + "size": [ + "H" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "16d12 + 64", + "average": 168 + }, + "speed": { + "walk": 30, + "climb": 10 + }, + "str": 21, + "dex": 8, + "con": 18, + "int": 5, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "6", + "page": 201, + "senses": [ + "blindsight 60 ft." + ], + "senseTags": [ + "B" + ], + "conditionImmune": [ + "charmed", + "frightened", + "prone" + ], + "trait": [ + { + "name": "Absorption", + "entries": [ + "When the protean abomination kills a creature that is neither a construct nor undead, it absorbs the corpse into its body and regains 20 hit points." + ] + }, + { + "name": "Amorphous", + "entries": [ + "The protean abomination can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The protean abomination can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "traitTags": [ + "Amorphous", + "Spider Climb" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The protean abomination makes two slam attacks. If both attacks hit a Large or smaller target, the target is {@condition grappled} (escape {@dc 15}), and the protean abomination uses Engulf on it." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Engulf", + "entries": [ + "The protean abomination engulfs a Large or smaller creature {@condition grappled} by it. Until the grapple ends the target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the abomination’s turns or take 19 ({@damage 3d8 + 5}) bludgeoning damage. If the abomination moves, the engulfed target moves with it. The abomination can have only one creature engulfed at a time." + ] + } + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "B" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Haze Hulk", + "size": [ + "L" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d10 + 40", + "average": 95 + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 10, + "con": 18, + "int": 7, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "4", + "page": 201, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The haze hulk makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Haze Hulk Gutbuster", + "size": [ + "L" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d10 + 40", + "average": 95 + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 10, + "con": 18, + "int": 7, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "4", + "page": 201, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The haze hulk makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Hurl Foetid Flesh {@recharge 5}", + "entries": [ + "The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a {@dc 14} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "AOE" + ], + "damageTags": [ + "B", + "N" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Haze Hulk Hunter", + "size": [ + "L" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d10 + 40", + "average": 95 + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 10, + "con": 18, + "int": 7, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "4", + "page": 201, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The haze hulk makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Lashing Tendrils", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RCH" + ], + "trait": [ + { + "name": "Invisibility", + "entries": [ + "The hunter magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the hunter wears or carries is {@condition invisible} with it." + ] + } + ], + "conditionInflict": [ + "grappled", + "invisible" + ], + "bonus": [ + { + "name": "Reel", + "entries": [ + "As a bonus action the hunter pulls each creature {@condition grappled} by it up to 25 feet straight toward it." + ] + } + ], + "damageTags": [ + "B", + "P" + ] + }, + { + "name": "Haze Hulk Juggernaut", + "size": [ + "L" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d10 + 40", + "average": 95 + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 10, + "con": 18, + "int": 7, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "4", + "page": 201, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The haze hulk makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "trait": [ + { + "name": "Mutant Fortitude", + "entries": [ + "If damage reduces the juggernaut to 0 hit points, it must succeed on 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 juggernaut drops to 1 hit point instead." + ] + }, + { + "name": "Trampling Charge", + "entries": [ + "If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the juggernaut can make another slam attack against it as a bonus action." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "damageTags": [ + "B" + ], + "savingThrowForced": [ + "strength" + ] + }, + { + "name": "Aquatic Delerium Dreg (Deep One or Fishfolk)", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft.", + "blindsight 30 ft." + ], + "senseTags": [ + "D", + "B" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Amphibious", + "entries": [ + "The aquatic delerium dreg can breathe air and water." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Amphibious" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Bloated Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Death Burst", + "entries": [ + "When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a {@dc 11} Constitution saving throw, taking 7 ({@damage 2d6}) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Bile Spray {@recharge 5}", + "entries": [ + "The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW", + "AOE" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Death Burst" + ], + "damageTags": [ + "A", + "N", + "P" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Chitinous Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Armoured Shell", + "entries": [ + "A chitinous dreg has AC 18." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Cyclopean Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft.", + "truesight 60 ft." + ], + "senseTags": [ + "D", + "U" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Spectral Vision", + "entries": [ + "A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Mad Certainty", + "entries": [ + "A cyclopean dreg is immune to the {@condition frightened} condition and psychic damage." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Psychic Shriek {@recharge 5}", + "entries": [ + "Creatures within 20 feet of the cyclopean dreg must succeed on a {@dc 10} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage and be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "immune": [ + "psychic" + ], + "conditionImmune": [ + "frightened" + ], + "conditionInflict": [ + "frightened" + ], + "damageTags": [ + "P", + "Y" + ], + "savingThrowForced": [ + "wisdom" + ] + }, + { + "name": "Displaced Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Displaced", + "entries": [ + "Attack rolls against a displaced dreg 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 displaced dreg is {@condition incapacitated} or has a speed of 0." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Teleport {@recharge 4}", + "entries": [ + "The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 ({@damage 2d6}) psychic damage." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "actionTags": [ + "Teleport" + ], + "damageTags": [ + "P", + "Y" + ] + }, + { + "name": "Frenzied Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 200, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Reckless", + "entries": [ + "At the start of its turn, the frenzied delerium dreg can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + }, + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when the frenzied delerium dreg hits with it." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Brute", + "Reckless" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Lambent Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 200, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Illumination", + "entries": [ + "The lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Octarine Beam", + "entries": [ + "The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW", + "AOE" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Illumination" + ], + "damageTags": [ + "P", + "R" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Leeching Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 200, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Bounding Leap", + "entries": [ + "The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Blood Drain", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 ({@damage 2d6}) necrotic damage.", + "The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "damageTags": [ + "N", + "P" + ] + }, + { + "name": "Lurking Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 200, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Normal Semblance", + "entries": [ + "The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The dreg deals an extra 7 ({@damage 2d6}) damage when it 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 the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Spined Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 199, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The spined delerium dreg can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dreg makes three spike attacks." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spike", + "entries": [ + "{@atk rw} {@hit 3} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Spider Climb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Tentacled Delerium Dreg", + "size": [ + "M" + ], + "type": "aberration", + "source": "Drakkenheim", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 13, + "con": 11, + "int": 7, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "page": 200, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "trait": [ + { + "name": "Misty Camouflage", + "entries": [ + "A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog." + ] + }, + { + "name": "Amorphous", + "entries": [ + "The tentacled delerium dreg can move through a space as narrow as 6 inches wide without squeezing." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Tentacles", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 15 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the tentacled dreg can’t use its tentacles on another target." + ] + } + ], + "miscTags": [ + "RW", + "MW", + "MLW", + "THW", + "RCH" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Amorphous" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "actionTags": [ + "Tentacles" + ], + "damageTags": [ + "B", + "P" + ] + } + ], + "spell": [ + { + "name": "Conjure the Deep Haze", + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination. ", + "You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. ", + "When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers {@damage 8d6} necrotic damage and gains one level of contamination. On a successful save, the creature takes half as much damage and does not gain any contamination levels. Creatures are affected even if they hold their breath or don’t need to breathe." + ], + "source": "Drakkenheim", + "subschools": [ + "Contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "page": 226 + }, + { + "name": "Contamination Immunity", + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain contamination levels. The affected creature may rest normally within the Haze. This spell ends immediately if the creature casts a contaminated spell." + ], + "source": "Drakkenheim", + "page": 226, + "components": { + "v": true, + "s": true, + "m": "An eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes" + }, + "fluff": { + "entries": [ + "Researching the Spell: A character who can cast 7th level spells, knows the {@spell neutralizing field} spell, and who has visited the Delerium Heart can research contamination immunity." + ] + } + }, + { + "name": "Contaminated Power", + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits:", + "- When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.", + "- Once per turn when you deal damage with a spell, you can deal an extra {@damage 1d12} necrotic damage for each contamination level you have gained to one target of that spell.", + "- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one level of contamination. If you do, one target of the spell has disadvantage on its first saving throw made against that spell.", + "This spell can’t be dispelled by {@spell dispel magic}." + ], + "source": "Drakkenheim", + "page": 226, + "subschools": [ + "contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium shard worth 500 gp, which the spell consumes" + }, + "fluff": { + "entries": [ + "Discovering the Spell: A character who can cast 8th level spells, knows every other contaminated spell, and has cast each of them at least once can research contaminated power." + ] + } + }, + { + "name": "Delerium Blast", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination.", + "You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see with- in range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes {@damage 10d6} psychic damage and becomes {@condition incapacitated} until the end of their next turn. On a successful save, a target takes half as much damage", + "and suffers none of the spell’s other effects." + ], + "source": "Drakkenheim", + "page": 227, + "subschools": [ + "contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "conditionInflict": [ + "incapacitated" + ], + "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 2d6} for each slot level above 4th." + ] + } + ] + }, + { + "name": "Octarine Spray", + "source": "Drakkenheim", + "page": 228, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you cast this spell, you gain one level of contamination.", + "Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60- foot cone must succeed on a Constitution saving throw. For each target, roll a {@dice d8} to determine which colour ray affects it.", + { + "type": "table", + "caption": "Octarine Spray", + "colLabels": [ + "{@dice d8}", + "Damage Type" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "The target takes {@damage 20d6} psychic damage on a failed save, or half as much damage on a success." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "The target takes {@damage 20d6} necrotic damage on a failed save, or half as much damage on a success." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "The target takes {@damage 20d6} force damage on a failed save, or half as much damage on a success." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "The target takes {@damage 20d6} radiant damage on a failed save, or half as much damage on a success." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "The target takes {@damage 20d6} thunder damage on a failed save, or half as much damage on a success." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target." + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + } + }, + "At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain." + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + } + }, + "Special. The target is struck by an additional ray. Roll again twice. There’s no limit to how many additional rays can strike a single creature in this manner." + ] + ] + } + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "RO" + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "feats": [ + { + "name": "Aberrant Dragonmark", + "source": "ERLW" + }, + { + "name": "Magic Initiate", + "source": "PHB" + }, + { + "name": "Strixhaven Initiate", + "source": "SCC" + } + ], + "subschools": [ + "contaminated" + ] + }, + { + "name": "Delerium Orb", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination. You draw chaotic magical power from the delerium chip held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score; it takes {@damage 6d6} damage of the chosen type on a failed saving throw, or half as much on a successful one." + ], + "source": "Drakkenheim", + "page": 228, + "subschools": [ + "contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d6} for each slot level above 1st." + ] + } + ] + }, + { + "name": "Forced Evolution", + "level": 4, + "school": "T", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "By means of this spell, you transform a mutation gained from contamination. One of the target’s existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly." + ], + "source": "Drakkenheim", + "page": 228, + "components": { + "v": true, + "s": true, + "m": "An alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell" + } + }, + { + "name": "Neutralizing Field", + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can’t gain contamination levels and have immunity to necrotic damage. Contaminated spells can’t be cast by creatures in the area." + ], + "source": "Drakkenheim", + "page": 229, + "components": { + "v": true, + "s": true, + "m": "A delerium crystal or holy relic worth 1,000 gp" + }, + "fluff": { + "entries": [ + "Discovering the Spell: A character who can cast 5th level spells, knows the {@purge purge contamination} spell, and has created at least 1 dose of aqua expurgo may research neutralizing field." + ] + } + }, + { + "name": "Purge Contamination", + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target’s body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of {@condition exhaustion} for each contamination level removed with this spell." + ], + "source": "Drakkenheim", + "page": 229, + "components": { + "v": true, + "s": true, + "m": "100 gp of alchemical fluids or holy water, which the spell consumes" + } + }, + { + "name": "Ride the Rifts", + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination.", + "A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes {@damage 10d6} lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line’s area." + ], + "source": "Drakkenheim", + "page": 229, + "subschools": [ + "contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "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 2d6} for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Ray of Contamination", + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination.", + "An octarine ray springs from your pointing finger to a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, a creature takes {@damage 16d6} necrotic damage and gains {@dice 1d4} levels of Contamination. On a successful save, a target takes half as much damage and does not gain any contamination levels." + ], + "source": "Drakkenheim", + "page": 230, + "subschools": [ + "contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them." + ] + } + ] + }, + { + "name": "Sacrament of the Falling Fire", + "level": 9, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "This spell may only be cast in an area covered by the Deep Haze.", + "You perform a holy ceremony involving up to 12 faithful and willing humanoid creatures that ends when each participating creature drives a delerium shard into their chest. Those creatures become sanctified (see the Followers of the Falling Fire dossier in chapter 3).", + "When you finish casting this spell, a hostile {@creature shadow} appears and attacks each participant, as a manifestation of that character’s inner darkness. The GM may determine that a character who carries great anger, fear, or hate in their heart causes a {@creature wraith} to manifest instead." + ], + "source": "Drakkenheim", + "page": 229, + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp for each participating creature, which the spell consumes" + } + }, + { + "name": "Siphon Contamination", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "This demanding spell transfers contamination from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more levels of contamination, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature.", + "If both creatures touched were willing humanoid creatures, you remove all contamination levels and mutations from the first creature, then the second creature you touch gains a number of contamination levels equal to the number of levels removed from the first creature.", + "If the first creature you touch is a former humanoid who suffered a monstrous contamination, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it", + "had gained six contamination levels.", + "The second creature touched cannot prevent or negate these contamination levels or an ensuing transformation in any way, or else the spell fails with no effect." + ], + "source": "Drakkenheim", + "components": { + "v": true, + "s": true, + "m": "500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell" + }, + "fluff": { + "entries": [ + "Researching the Spell: A character who can cast 6th level spells who knows the spells {@spell forced evolution} and {@spell neutralizing field}, and has witnessed another creature undergo a monstrous transformation may research siphon contamination." + ] + } + }, + { + "name": "Warp Bolt", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you gain one level of contamination.", + "An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more contamination levels, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes {@damage 6d6} necrotic damage and gains one level of contamination.", + "You can create a new bolt of lightning as your action on any turn until the spell ends." + ], + "source": "Drakkenheim", + "subschools": [ + "contaminated" + ], + "components": { + "v": true, + "s": true, + "m": "a delerium fragment worth 100 gp, which the spell consumes" + }, + "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 1 additional creature for each spell level above 2nd." + ] + } + ] + } + ], + "item": [ + { + "name": "Aqua Delerium", + "source": "Drakkenheim", + "page": 230, + "type": "P", + "rarity": "rare", + "entries": [ + "This purple potion glows dimly with octarine light. It swirls and sparkles in its small stoppered bottle.", + "When you drink this potion, you regain expended spell slots. Roll {@dice 1d6} - you choose spell slots to regain that have a combined level that is equal to or less than the result. None of the slots can be higher than 5th level.", + "For one hour after drinking aqua delerium, roll {@dice 1d20} each time you cast a spell of 1st level or high.", + "On a 1, you trigger a random arcane anomaly.", + "If you consume more than one dose of aqua delerium before finishing your next long rest, you take {@damage 1d12} necrotic damage for each spell level regained, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. This damage can't be reduced or prevented in any way. When a creature who cannot cast spells using spell slots drinks aqua delerium, it takes 10 ({@damage 3d6}) necrotic damage and gains one level of contamination." + ] + }, + { + "name": "Bottled Comet", + "source": "Drakkenheim", + "page": 230, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This spherical glass orb contains an ignited delerium shard hovering gently within. Electrical currents of yellow, green, and purple energy streak from the crystal and cascade along the glass, rendering it warm to the touch.", + "As an action you can throw the orb up to 30 feet. It shatters on impact, releasing a 20-foot-radius burst of contaminated energy. Creatures in the area must succeed on a DC 15 Consti- tution save or take {@damage 8d6} necrotic damage, and take one level of contamination. In addition, an arcane anomaly occurs, centred on the point of impact." + ] + }, + { + "name": "Aqua Expurgo", + "source": "Drakkenheim", + "page": 230, + "type": "P", + "rarity": "rare", + "entries": [ + "This bright orange fluid is stored in a syringe and charged with arcane magic. You can use an action to administer the shot directly to the heart of yourself or another willing creature.", + "You are protected against contamination for six hours after receiving a dose of aqua expurgo. During this time, whenever you fail a saving throw against an effect that would cause you to gain one or more contamination levels, you can choose to succeed instead. You can use this ability three times, after which the effects of aqua expurgo expire.", + "If the effects of aqua expurgo expire in this manner, you immediately take 10 ({@damage 3d6}) necrotic damage and become {@condition incapacitated} for 1 minute while you violently retch corrupt bile. Your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. The necrotic damage can't be reduced or prevented by any means." + ] + }, + { + "name": "Delerium-Forged Blade", + "source": "Drakkenheim", + "page": 231, + "baseItem": "any sword", + "type": "M", + "rarity": "Rare", + "dmgType": "S", + "bonusWeapon": "+2", + "charges": 5, + "entries": [ + "This sword has a small delerium sliver encased in glass and set in the hilt like a gemstone. The blade is made of meteoric iron infused with delerium dust, which causes it to softly glow with octarine light.", + "You gain a +2 bonus to attack and damage rolls made with this weapon.", + "When you make an attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity,for the attack and damage rolls. In addition, you can use this weapon as a spellcasting focus.", + "When you roll a 20 on an attack roll made with this weaponagainst a humanoid, the humanoid must succeed on a DC 15 Constitution saving throw or take an extra 3d6 necrotic damage and gain one level of contamination." + ], + "attachedSpells": [ + "burning hands" + ] + }, + { + "name": "Delerium Crystal Focus", + "source": "Drakkenheim", + "page": 230, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "This focus is made from a refined delerium crystal encased in a glass orb. While holding it, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. In addition, you can use the crystal as a spellcasting focus.", + "Once per day when you cast a spell of 5th level or lower, you may draw on the energy stored within the crystal to do so without expending a spell slot. If you do, you trigger a random arcane anomaly." + ] + }, + { + "name": "Comet Smasher", + "source": "Drakkenheim", + "page": 230, + "baseItem": "any bludgeoning weapon", + "type": "M", + "rarity": "very rare", + "dmgType": "B", + "entries": [ + "The head of this bludgeoning weapon is made from a massive delerium crystal that crackles with arcane energies. When you hit with an attack using this weapon, the target takes an extra {@damage 3d6} necrotic damage.", + "When you roll a 20 on an attack roll made with this weapon, it unleashes an arcane anomaly. You can roll twice on the table and choose either result." + ] + }, + { + "name": "Flame Lance", + "source": "Drakkenheim", + "page": 230, + "baseItem": "lance|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 6, + "weaponCategory": "martial", + "property": [ + "R", + "S" + ], + "dmg1": "1d12", + "dmgType": "P", + "bonusWeapon": "+1", + "charges": 5, + "entries": [ + "This weapon is a long metal lance with a small flame that burns at its end. It has a hose coming from the hilt that connects to a metal tank that you wear on your back.", + "You gain a +1 bonus to attack and damage rolls made with this weapon.", + "The tank has 5 charges. You can use an action and expend one or more charges from the tank to cast {@spell burning hands} (Save DC 15). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "Once per day, you can pour a vial of {@item Alchemist's Fire (flask)|PHB} into the tank. When you do, it regains all expended charges. It otherwise does not regain charges on its own." + ], + "attachedSpells": [ + "burning hands" + ] + }, + { + "name": "Hardened Delerium-Tipped Arrows", + "source": "Drakkenheim", + "page": 231, + "baseItem": "any arrow or bolt", + "type": "R", + "rarity": "rare", + "dmgType": "B", + "entries": [ + "This piece of ammunition has a refined delerium arrowtip. A creature hit by a ranged attack using one of these arrows takes an extra {@damage 3d6} necrotic damage and must succeed on a DC 15 Constitution saving throw or gain one level of contamination.", + "Once it hits a target, the delerium tip crumbles to dust and the arrow becomes nonmagical." + ] + }, + { + "name": "Hazewalker Plate", + "source": "Drakkenheim", + "page": 230, + "baseItem": "plate armor|PHB", + "type": "HA", + "resist": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "disease" + ], + "rarity": "very rare", + "weight": 65, + "ac": 18, + "strength": "15", + "stealth": true, + "entries": [ + "This plate armour includes a helmet and is hermetically sealed when worn. You gain the following benefits when its worn and the helmet visor is closed:", + { + "type": "list", + "items": [ + "You are immune to diseases and the {@condition poisoned} condition, and gain advantage on saving throws against any effect that causes contamination.", + "You have resistance to necrotic and poison damage.", + "You don't need to breathe." + ] + } + ] + }, + { + "name": "Purging Rod", + "source": "Drakkenheim", + "page": 230, + "type": "RD", + "rarity": "uncommon", + "entries": [ + "Once per day while holding this rod, you can use an action to cast {@spell purge contamination|Drakkenheim}. After casting the spell, roll {@dice 1d20}. On a 1, the rod melts into sludge." + ] + }, + { + "name": "Refined Delerium Dust", + "source": "Drakkenheim", + "page": 230, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This pouch contains an ounce of purified and magically charged delerium dust. It may be ingested as an action. When you consume a full pouch, you gain advantage on spell attack rolls and saving throws against spells for one minute.", + "You gain one level of contamination when you consume refined delerium dust." + ] + }, + { + "name": "Skymetal Shield", + "source": "Drakkenheim", + "type": "S", + "page": 232, + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "This shield is constructed from hammered meteoric iron and embossed with a delerium crystal. When you are hit with a melee or ranged attack while wielding this shield, you can use your reaction to absorb residual energy from the attack. You suffer damage and effects from the attack as normal, and the shield gains 1 charge. The shield can have a maximum of 5 charges. Unexpended charges are lost each day at dawn.", + "As an action while wielding the shield, you can expend all its charges to release a forceful blast. Creatures within 10 feet of you must succeed on a DC 15 Constitution saving throw. On a failed saving throw, creatures in the area take {@damage 1d6} force damage for each expended charge, and are flung back 10 feet and knocked {@condition prone}." + ] + }, + { + "name": "Skymetal Staff", + "source": "Drakkenheim", + "page": 232, + "baseItem": "quarterstaff|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "entries": [ + "This quarterstaff was built from refined meteoric iron and has a liquid delerium core.", + "Once on your turn, when you hit a creature with a melee attack using this weapon, you can force the target to make a DC 13 Intelligence saving throw. On a failed save, it takes an extra {@damage 3d6} psychic damage and can't take reactions until the start of your next turn. In addition, on its next turn, the creature must choose to take an action, bonus action, or move: it may only do one of the three." + ] + }, + { + "name": "Spellpiercing Wand", + "source": "Drakkenheim", + "page": 232, + "type": "WD", + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "You can use this wand as a spellcasting focus. Creatures making a saving throw against a spell cast using this wand can't gain benefit from advantage on their saving throws." + ] + }, + { + "name": "Staff of Contaminated Power", + "source": "Drakkenheim", + "page": 232, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "charges": 20, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.", + "The staff has 20 charges for the following properties. The staff regains 1 charge each hour it rests in the Deep Haze. You can also touch a delerium crystal to the staff, which causes it to regain {@dice 2d8 + 4} charges, then the crystal crumbles to dust. If you expend the last charge, you immediately gain {@dice 1d6} levels of contamination.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:", + { + "type": "list", + "items": [ + "{@spell delerium orb|Drakkenheim} (1 charge);", + "{@spell warp bolt|Drakkenheim} (2 charges);", + "{@spell ride the rifts|Drakkenheim} (3 charges);", + "{@spell delerium blast|Drakkenheim} (4 charges);", + "{@spell conjure the deep haze|Drakkenheim} (5 charges);", + "{@spell ray of contamination|Drakkenheim} (6 charges);" + ] + }, + "You don't gain any contamination levels when you cast these spells using charges from this staff." + ] + } + ] + }, + { + "name": "Starcrossed Bow", + "source": "Drakkenheim", + "page": 221, + "baseItem": "any bow or crossbow", + "type": "R", + "rarity": "rare", + "bonusWeapon": "+2", + "reqAttune": true, + "entries": [ + "This magical bow or crossbow has an intricate arrangement of delerium shards and focusing lenses along the stock where a bolt would normally be loaded, and instead magically conjures its own projectiles. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of piercing damage and ignores the ammunition and loading properties.", + "The weapon has 3 charges, which are regained each day at dawn. When you hit with a ranged attack using it, you can cause the bolt to explode in a brilliant flash of light. The target you hit and any creatures within 10 feet of it must succeed on a DC 15 Constitution saving throw or become {@condition blinded} until the end of your next turn." + ] + }, + { + "name": "Chancellor's Crest", + "source": "Drakkenheim", + "page": 232, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this amulet, you can read all writing, and speak and understand any language.", + "You can use an action to cast one of the following spells: {@spell detect thoughts}, {@spell sending}, or {@spell Rary's Telepathic Bond}. Once the amulet has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC." + ], + "attachedSpells": [ + "detect thoughts", + "sending" + ] + }, + { + "name": "Inscrutable Staff", + "source": "Drakkenheim", + "page": 232, + "rarity": "legendary", + "reqAttune": "by a sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "bonusSpellAttack": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 2d10}", + "charges": 20, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls and your spell save DC.", + "The staff has 20 charges, and regains {@dice 2d10} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff triggers a random arcane anomaly. On a 20, the staff regains {@dice 1d10} charges.", + "While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:", + { + "type": "list", + "items": [ + "{@spell haste} (3 charges);", + "{@spell slow} (3 charges);", + "{@spell arcane eye} (4 charges);", + "{@spell dimension door} (4 charges);", + "{@spell bigby's hand} (5 charges);", + "{@spell wall of force} (5 charges);", + "{@spell disintegrate} (6 charges);", + "{@spell reverse gravity} (7 charges);", + "or {@spell maze} (8 charges)." + ] + }, + "You can also use an action to cast one of the following spells from the staff without using any charges: {@spell detect magic}, {@spell tenser's floating disk}, {@spell mage armor}, {@spell mending}, {@spell message}, or {@spell misty step}." + ], + "attachedSpells": [ + "detect magic", + "Tenser's floating disk", + "mage armor", + "mending", + "message", + "misty step" + ] + }, + { + "name": "Lord Commander's Badge", + "source": "Drakkenheim", + "page": 232, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "As an action while wearing this seal, you can invoke its power to issue a bellowing command clearly audible to all creatures within 300 feet of you. When you do, you may choose up to 12 allies you can see who can hear the command. Those allies each gain 20 temporary hit points. While these temporary hit points remain, those allies gain advantage on attack rolls and saving throws. Once you use this power, it can't be used again until the next dawn." + ] + }, + { + "name": "Saint Vitruvio's Phylactery", + "source": "Drakkenheim", + "page": 232, + "rarity": "rare", + "reqAttune": "by a bard, cleric, druid, or paladin", + "reqAttuneTags": [ + { + "class": "bard" + }, + { + "class": "cleric" + }, + { + "class": "druid" + }, + { + "class": "paladin" + } + ], + "wondrous": true, + "entries": [ + "You can use an action to cast one of the following spells from the phylactery: {@spell bless}, {@spell death ward}, {@spell greater restoration}, {@spell prayer of healing}, or {@spell revivify}. The spells use your spellcasting ability and spell save DC. Once the phylactery has been used to cast a spell, it can't be used to cast that spell again until the next dawn." + ], + "attachedSpells": [ + "bless", + "death ward", + "greater restoration", + "prayer of healing", + "revivify" + ] + }, + { + "name": "Spymaster's Signet", + "source": "Drakkenheim", + "page": 232, + "type": "RG", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "While wearing this ring, you can cast {@spell disguise self} at-will. In addition, you can turn {@condition invisible} as an action. Anything you are wearing or carrying is {@condition invisible} with you. You remain {@condition invisible} for one minute, or until you use a bonus action to become visible again. Once you use this power, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "disguise self" + ] + }, + { + "name": "Steward's Seal", + "source": "Drakkenheim", + "page": 232, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this badge, you can cast {@spell mage hand}, {@spell prestidigitation}, {@spell purify food and drink}, and {@spell unseen servant} at-will.", + "You can use an action to cast one of the following spells: {@spell animate objects}, {@spell create food and water}, {@spell dispel magic}, or {@spell telekinesis}. Once the badge has been used to cast one of these spells, it can't be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC." + ], + "attachedSpells": [ + "mage hand", + "animate objects", + "create food and water", + "dispel magic", + "telekinesis" + ] + }, + { + "name": "Crown of Westemär", + "source": "Drakkenheim", + "page": 232, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "charges": 3, + "entries": [ + "A character may only attune to the Crown of Westemär by performing a special one hour ceremony with six other characters who are each attuned to a different Seal of Drakkenheim. See the \"Developments\" section in Chapter 9: Castle Drakken for details on this ritual.", + "The crown has 3 charges. While wearing it, you can use an action to expend 1 charge to cast the {@spell wish} spell from it. The crown regains one expended charge every ten years. The ancient bronze dragon {@creature Minazorond|Drakkenheim}, the {@creature tower dragon|Drakkenheim}s, and the {@creature wall gargoyle|Drakkenheim}s are under your control and obey your spoken commands while you wear the crown.", + "While wearing the crown and seated on the Throne of Drakkenheim in Castle Drakken, you may use an action to communicate telepathically with one {@creature tower dragon|Drakkenheim} or twelve {@creature wall gargoyle|Drakkenheim}s so long as they are within 100 miles of Castle Drakken. When you do, you can issue commands to those creatures, see through one of the creature's eyes, and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses." + ], + "attachedSpells": [ + "wish" + ] + }, + { + "name": "Ignacious, the Sword of Burning Truth", + "source": "Drakkenheim", + "type": "M", + "baseItem": "Longsword|PHB", + "page": 234, + "rarity": "legendary", + "reqAttune": true, + "sentient": true, + "bonusWeapon": "+3", + "entries": [ + "This sacred weapon was forged to burn away deception and darkness. Blazing embers gently fall from the silver blade, first ignited by the brazier in the Temple of Lumen.", + { + "type": "list", + "items": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties:", + "You can use a bonus action to speak the sword's name, causing radiant flames to erupt from the blade. These flames shed {@quickref Vision and Light||2||bright light} in a 40-foot radius and {@quickref Vision and Light||2||dim light} for an additional 40 feet. While the sword is ablaze, it deals an extra {@damage 4d6} radiant damage to any target it hits. The flames last until you use a bonus action to douse the blade, or until you drop or sheathe the sword." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Ignacious is a sentient lawful good weapon with an Intelligence of 11, a Wisdom of 19, and a Charisma of 23. It has hearing and {@sense darkvision} out to a range of 120 feet. The weapon can speak, read, and understand Common, Celestial, and Draconic, and can communicate with its wielder telepathically. It always knows its wielder's thoughts. Its voice is commanding, righteous, and booming. When drawn, Ignacious casts the {@spell zone of truth} spell (save DC 20), and maintains {@status concentration} on it so that you don't have to. The zone of truth moves with the blade and remains centred on it." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Ignacious is zealously devoted to the Sacred Flame, and has memorized every word of its holy texts. The blade wishes to be wielded by a faithful devotee of any sort; Ignacious does not care about the religious divide between the Falling Fire and the Sacred Flame so long as its wielder keeps the core tenets shared by both sects. The sword's purpose is to expose all deception and reveal the truth. It does not tolerate any falsehood, duplicitousness, or lies. The sword always knows when it hears a lie, and responds with wrathful fury. If a wielder speaks a lie, it immediately triggers a conflict." + ] + } + ] + }, + { + "name": "Sceptre of Saint Vitruvio", + "source": "Drakkenheim", + "page": 234, + "type": "M", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: {@spell guiding bolt} (1 charge), {@spell flaming sphere} (2 charges), or {@spell flame strike} (5 charges). The staff regains {@dice 1d6 + 4} expended charges daily at dawn." + ], + "attachedSpells": [ + "guiding bolt", + "flaming sphere", + "flame strike" + ] + }, + { + "name": "Helm of Patron Saints", + "source": "Drakkenheim", + "page": 234, + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "entries": [ + "While wearing this helm, you can see {@condition invisible} creatures and objects within 60 feet of you. In addition, you gain a +2 bonus to spell attack rolls, and increase your spell saving throw DC by 2." + ] + }, + { + "name": "The Shield of Sacred Flame", + "source": "Drakkenheim", + "type": "S", + "page": 234, + "rarity": "rare", + "reqAttune": true, + "charges": 3, + "entries": [ + "This shield has 3 charges, which you regain each day at dawn. When a spellcaster within 60 feet of you targets you with a spell or includes you in the area of a spell, you may expend a charge from the shield to cast {@spell counterspell} as a reaction." + ], + "attachedSpells": [ + "counterspell" + ] + } + ] +} \ No newline at end of file