diff --git a/module/actor/sheets/base.js b/module/actor/sheets/base.js index c174e3ef67..5ee220359d 100644 --- a/module/actor/sheets/base.js +++ b/module/actor/sheets/base.js @@ -43,7 +43,10 @@ export class ActorSheet5e extends ActorSheet { // The Actor and its Items data.actor = duplicate(this.actor.data); - data.items = this.actor.items.map(i => i.data); + data.items = this.actor.items.map(i => { + i.data.labels = i.labels; + return i.data; + }); data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0)); data.data = data.actor.data; data.labels = this.actor.labels || {}; diff --git a/packs/monsters.db b/packs/monsters.db index 361c6c4bf9..e1e657a840 100644 --- a/packs/monsters.db +++ b/packs/monsters.db @@ -319,3 +319,123 @@ {"_id":"zgWkII3VoE4AHCND","name":"Red Dragon Wyrmling","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":19,"min":3,"proficient":0,"mod":4,"save":4},"dex":{"value":10,"min":3,"proficient":1,"mod":0,"save":2},"con":{"value":17,"min":3,"proficient":1,"mod":3,"save":5},"int":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"wis":{"value":11,"min":3,"proficient":1,"mod":0,"save":2},"cha":{"value":15,"min":3,"proficient":1,"mod":2,"save":4}},"attributes":{"ac":{"min":10,"value":17},"hp":{"value":75,"min":0,"max":75,"temp":0,"tempmax":0,"formula":"10d8 + 30"},"init":{"value":0,"mod":0,"bonus":0,"total":0,"prof":0},"prof":{"type":"Number","label":"Proficiency","value":2},"speed":{"value":"Fly 60 ft.","special":"Walk 30 ft. Climb 30 ft."},"spellcasting":"","spelldc":{"type":"String","label":"Spell DC","value":11},"spellLevel":0},"details":{"alignment":"Chaotic Evil","biography":{"value":"","public":""},"race":null,"type":"Dragon","environment":null,"cr":4,"xp":{"value":1100},"source":"MM pg. 98","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":0},"ani":{"value":0,"ability":"wis","mod":0},"arc":{"value":0,"ability":"int","mod":1},"ath":{"value":0,"ability":"str","mod":4},"dec":{"value":0,"ability":"cha","mod":2},"his":{"value":0,"ability":"int","mod":1},"ins":{"value":0,"ability":"wis","mod":0},"itm":{"value":0,"ability":"cha","mod":2},"inv":{"value":0,"ability":"int","mod":1},"med":{"value":0,"ability":"wis","mod":0},"nat":{"value":0,"ability":"int","mod":1},"prc":{"value":2,"ability":"wis","mod":4},"prf":{"value":0,"ability":"cha","mod":2},"per":{"value":0,"ability":"cha","mod":2},"rel":{"value":0,"ability":"int","mod":1},"slt":{"value":0,"ability":"dex","mod":0},"ste":{"value":1,"ability":"dex","mod":2},"sur":{"value":0,"ability":"wis","mod":0}},"traits":{"size":"med","senses":"","languages":{"value":["draconic"],"custom":""},"di":{"value":["fire"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":0,"max":0},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":10200000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"features"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Red Dragon Wyrmling","displayName":20,"img":"icons/svg/mystery-man.svg","width":1,"height":1,"scale":1,"elevation":0,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"zgWkII3VoE4AHCND","actorLink":false,"actorData":{},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"id":1,"flags":{"_sheetTab":"description"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/red_29.jpg","data":{"description":{"value":"

The dragon opens its wide mouth to bite its foe.

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The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.

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The vampire makes two attacks, only one of which can be a bite attack.

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The vampire has the following flaws:

\n

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

\n

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

\n

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is JournalEntry[Incapacitated] in its resting place.

\n

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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The Vampire Spawn slashes at you wildly with elongated claws which extrude from its lithe fingers.

\n
\n

Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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The Vampire bites one willing creature, or a creature that is @JournalEntry[Grappled] by the vampire, @JournalEntry[Incapacitated], or @JournalEntry[Restrained].

\n
\n

The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

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The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":3,"flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":4,"flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":5,"flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":6,"flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":7,"flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":8,"flags":{},"name":"Club","type":"weapon","img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"1","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"lgt":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} +{"_id":"bUiYzYEiMO3NEzHz","name":"Acolyte","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"int":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"cha":{"value":11,"min":3,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":10,"value":10},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"mod":0,"bonus":0,"total":0,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"wis","spelldc":12,"spellLevel":0},"details":{"alignment":"","biography":{"value":"

Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

\n

","public":""},"race":null,"type":"Humanoid","environment":null,"cr":1,"xp":{"value":200},"source":"MM pg. 342","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":1,"ability":"int","mod":2,"bonus":0,"passive":12},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["common"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"3","max":"3"},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"biography"},"img":"systems/dnd5e/tokens/humanoid/Acolyte.png","token":{"flags":{},"name":"Acolyte","displayName":0,"img":"systems/dnd5e/tokens/humanoid/Acolyte.png","width":1,"height":1,"scale":1,"elevation":0,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"bUiYzYEiMO3NEzHz","actorLink":false,"actorData":{},"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"id":1,"flags":{},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":2,"flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":3,"flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":4,"flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":5,"flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":6,"flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":7,"flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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The elk rears up and brings its weight down onto its target.

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(target must be JournalEntry[Prone])

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Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

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The spider applies its dripping fangs to its helpless victim.

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If it hits the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

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The spider applies its dripping fangs to its helpless victim.

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If it hits the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

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Wreathed in fantastical golden filigree with incense twirling through the atrium, the pillars of the Solarium glittered, bathed in the warmth of the Sun Lord’s light.  From a singular hole hewn into the domed ceiling of the temple, the sunlight poured in as if it were a rushing waterfall meant to drown us all in the bright corona. I strayed from my mentor, a priest in his middle years with a soft voice and ring of grey-dappled hair about a balding head, to approach a statue set aside within a shadowed alcove.  It depicted our god in his humanoid form, an elderly man standing strictly at attention, his wild hair hanging as long as his chest length beard, a staff topped with a stern faced sun clutched in his hand.  I knelt, still only fourteen, before this statue and began to pray right then.  The next six years of my acolyte training would be nothing but a blessing, I knew. 
“The Gleaming Star”, by Bishop Bernard Portis.

\n
\n

Acolytes are those devoted followers of a particular goddess or god who have decided to take on the mantle of the clergy to better serve their chosen deity.  Often no older than teenagers (though some acolytes begin later in their lives) acolytes are trained for a number of years (typically between three to ten) depending on the strictures of their deitie’s doctrines.  During their time they memorize and study all written materials concerning their deity and their teachings, learn magics (be they healing or harmful) gifted to the acolytes by their deities, and often go out into their community to provide aid to those in need or prosthelytize the words of their goddess or god.  Though not every acolyte climbs the ranks into full fledged priesthood, many remain highly dedicated to the church and remain to serve as life-long acolytes working closely with the lay community outside the temple walls.

\n

Recall that acolytes are trained in the arcane ways of their chosen deities.  This being the case, acolytes rarely receive sufficient martial training in comparison to the paladin ranks of the temple (unless expressly dictated otherwise by their deitie’s teachings).  This being the case, the acolyte is able to unleash some basic divine magic in order to both defend themselves and allies or to call upon their patron deity for aid for injured parties.  Typically expelled in a gleaming shower of golden sparks and dazzlingly vibrant lights, the magic of the gods is truly something special, even at such a base nature.  Spells such as Cure Wounds, Sacred Flame, or Sanctuary are all practiced by acolytes early on into their divine studies.  Acolytes can make handy allies should you be in need of divine protection or a field medic for an injured compatriot.  Be sure to mind your acolyte well, however, as their spellwork can easily be interrupted if they are forced into a melee fight with a band of slavering gnolls.

\n","public":""},"race":null,"type":"Humanoid","environment":null,"cr":1,"xp":{"value":200},"source":"MM pg. 342","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":1,"ability":"int","mod":2,"bonus":0,"passive":12},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["common"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"3","max":"3"},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"biography"},"img":"systems/dnd5e/tokens/humanoid/Acolyte.png","token":{"flags":{},"name":"Acolyte","displayName":0,"img":"systems/dnd5e/tokens/humanoid/Acolyte.png","width":1,"height":1,"scale":1,"elevation":0,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"AqzJUJ2yWjAbSCNe","actorLink":false,"actorData":{},"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"id":1,"flags":{},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":2,"flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":3,"flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":4,"flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":5,"flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":6,"flags":{},"name":"Cure Wounds","type":"spell","img":"systems/dnd5e/icons/spells/heal-jade-1.jpg","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":7,"flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":8,"flags":{},"name":"Club","type":"weapon","img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"1","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"lgt":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} +{"_id":"CHEUjiYrVM9X0vIT","name":"Acolyte","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"int":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"cha":{"value":11,"min":3,"proficient":0,"mod":0,"save":0}},"attributes":{"ac":{"min":10,"value":10},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"mod":0,"bonus":0,"total":0,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"wis","spelldc":12,"spellLevel":0},"details":{"alignment":"","biography":{"value":"
\n

Wreathed in fantastical golden filigree with incense twirling through the atrium, the pillars of the Solarium glittered, bathed in the warmth of the Sun Lord’s light.  From a singular hole hewn into the domed ceiling of the temple, the sunlight poured in as if it were a rushing waterfall meant to drown us all in the bright corona. I strayed from my mentor, a priest in his middle years with a soft voice and ring of grey-dappled hair about a balding head, to approach a statue set aside within a shadowed alcove.  It depicted our god in his humanoid form, an elderly man standing strictly at attention, his wild hair hanging as long as his chest length beard, a staff topped with a stern faced sun clutched in his hand.  I knelt, still only fourteen, before this statue and began to pray right then.  The next six years of my acolyte training would be nothing but a blessing, I knew. 
“The Gleaming Star”, by Bishop Bernard Portis.

\n
\n

Acolytes are those devoted followers of a particular goddess or god who have decided to take on the mantle of the clergy to better serve their chosen deity.  Often no older than teenagers (though some acolytes begin later in their lives) acolytes are trained for a number of years (typically between three to ten) depending on the strictures of their deitie’s doctrines.  During their time they memorize and study all written materials concerning their deity and their teachings, learn magics (be they healing or harmful) gifted to the acolytes by their deities, and often go out into their community to provide aid to those in need or prosthelytize the words of their goddess or god.  Though not every acolyte climbs the ranks into full fledged priesthood, many remain highly dedicated to the church and remain to serve as life-long acolytes working closely with the lay community outside the temple walls.

\n

Recall that acolytes are trained in the arcane ways of their chosen deities.  This being the case, acolytes rarely receive sufficient martial training in comparison to the paladin ranks of the temple (unless expressly dictated otherwise by their deitie’s teachings).  This being the case, the acolyte is able to unleash some basic divine magic in order to both defend themselves and allies or to call upon their patron deity for aid for injured parties.  Typically expelled in a gleaming shower of golden sparks and dazzlingly vibrant lights, the magic of the gods is truly something special, even at such a base nature.  Spells such as Cure Wounds, Sacred Flame, or Sanctuary are all practiced by acolytes early on into their divine studies.  Acolytes can make handy allies should you be in need of divine protection or a field medic for an injured compatriot.  Be sure to mind your acolyte well, however, as their spellwork can easily be interrupted if they are forced into a melee fight with a band of slavering gnolls.

\n","public":""},"race":null,"type":"Humanoid","environment":null,"cr":1,"xp":{"value":200},"source":"MM pg. 342","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":1,"ability":"wis","mod":4,"bonus":0,"passive":14},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10},"rel":{"value":1,"ability":"int","mod":2,"bonus":0,"passive":12},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12}},"traits":{"size":"med","senses":"","languages":{"value":["common"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"3","max":"3"},"spell2":{"value":0,"max":0},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"biography"},"img":"systems/dnd5e/tokens/humanoid/Acolyte.png","token":{"flags":{},"name":"Acolyte","displayName":0,"img":"systems/dnd5e/tokens/humanoid/Acolyte.png","width":1,"height":1,"scale":1,"elevation":0,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"CHEUjiYrVM9X0vIT","actorLink":false,"actorData":{},"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"id":1,"flags":{},"name":"Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (3 slots): bless, cure wounds, sanctuary

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":2,"flags":{},"name":"Light","type":"spell","img":"systems/dnd5e/icons/spells/light-sky-1.jpg","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":3,"flags":{},"name":"Sacred Flame","type":"spell","img":"systems/dnd5e/icons/spells/beam-orange-2.jpg","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":4,"flags":{},"name":"Thaumaturgy","type":"spell","img":"systems/dnd5e/icons/spells/explosion-royal-1.jpg","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":5,"flags":{},"name":"Bless","type":"spell","img":"systems/dnd5e/icons/spells/haste-sky-1.jpg","data":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":7,"flags":{},"name":"Sanctuary","type":"spell","img":"systems/dnd5e/icons/spells/protect-sky-2.jpg","data":{"description":{"value":"

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

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A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

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\n

Author’s Note: Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while @JournalEntry[Deafened].

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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The bat gnashes out with its teeth.

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\n

Author’s Note: Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while @JournalEntry[Deafened].

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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The bat gnashes out with its teeth.

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Large and highly aggressive, the avian Axe Beak has maintained a well-earned reputation as an animal not to be toyed with.  Hailing from grassy plains to thick and sweltering jungles, the Axe Beak resembles the flightless emu in both size and appearance.  The Axe Beak sports a rounded, plump body resting upon two powerful legs built for running and kicking at high speeds.  From the body sprouts a long and graceful neck ending in an unfeathered head tipped with a sharp, wedge-shaped beak.  This beak (reminiscent of a hatchet) is what gives the creature its fearsome name.

\n

Let Me Axe You a Question. Axe Beaks have been studied for quite some time, as their flightless footsteps have been tracked for thousands of years by biologists.  An ancient and relatively unchanged species, the Axe Beak is most notable (aside from the beak) for its temper.  Axe Beaks are incredibly territorial animals and have been known to chase down intruders within their territory for miles before finally calling off the attack.  Shockingly, some Axe Beaks have been domesticated through rigorous, consistent interaction with humanoids.  These beasts may act as riding animals and are powerful enough to support a fully grown Orc warrior.  During battle, should one be unfortunate enough to cross the bird, the Axe Beak will swing its powerful neck in a chopping arc to bring its sharpened beak down upon any unfortunate foe.  Should their beak (which has been known to sever limbs and pierce plate armor) not be enough, the Axe Beak may turn and deliver a devastating kick with one of its powerful, clawed feet.

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The axe beak slashes down with its long curved beak.

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Large and highly aggressive, the avian Axe Beak has maintained a well-earned reputation as an animal not to be toyed with.  Hailing from grassy plains to thick and sweltering jungles, the Axe Beak resembles the flightless emu in both size and appearance.  The Axe Beak sports a rounded, plump body resting upon two powerful legs built for running and kicking at high speeds.  From the body sprouts a long and graceful neck ending in an unfeathered head tipped with a sharp, wedge-shaped beak.  This beak (reminiscent of a hatchet) is what gives the creature its fearsome name.

\n

Let Me Axe You a Question. Axe Beaks have been studied for quite some time, as their flightless footsteps have been tracked for thousands of years by biologists.  An ancient and relatively unchanged species, the Axe Beak is most notable (aside from the beak) for its temper.  Axe Beaks are incredibly territorial animals and have been known to chase down intruders within their territory for miles before finally calling off the attack.  Shockingly, some Axe Beaks have been domesticated through rigorous, consistent interaction with humanoids.  These beasts may act as riding animals and are powerful enough to support a fully grown Orc warrior.  During battle, should one be unfortunate enough to cross the bird, the Axe Beak will swing its powerful neck in a chopping arc to bring its sharpened beak down upon any unfortunate foe.  Should their beak (which has been known to sever limbs and pierce plate armor) not be enough, the Axe Beak may turn and deliver a devastating kick with one of its powerful, clawed feet.

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Slithering through the undergrowth of the jungle floor, a long silhouette glides soundlessly over the leaf litter stalking something yet unseen.  The beast is thick about its tubular body, the entire length rimmed with bands of muscle strong enough to suffocate a fully grown deer.  With a stout, club-shaped head and probing tongue, the constrictor snake shimmies ever-so stealthily towards its quarry.  Setting its dulled vision upon the rodent, the snake tastes the air with its forked tongue and pinpoints the rat’s position.  The hunt is over in a flash: striking like an arrow loosed from a bow, the snake sinks its needle-like fangs into the rat’s body before winding coil after coil of its body tightly around the rodent’s chest so it can crush and squeeze the last breath from the tiny beast’s body.  In a single, ugly gulp, the rat disappears into the snake.  Constrictor snakes inhabit, primarily, the jungles of the world and utilize their clever camouflage flecked scales to blend into the surrounding foliage.  Unlike their more venomous cousins, these snakes do not bear the hollow fangs to deliver a deadly dose of neurotoxin; rather, these snakes rely on their brute strength to strangle the life out of their victims.  While most constrictors are no threat to the average humanoid, there are some species large enough to consume a fully grown pony.  Beware the waters and thick brush of the jungle floor as this is where these deadly beasts prefer to hide.

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The snake opens its maw and takes a nibble.

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The snake wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

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The target is @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the creature is @JournalEntry[Restrained], and the snake can't constrict another target.

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Slithering through the undergrowth of the jungle floor, a long silhouette glides soundlessly over the leaf litter stalking something yet unseen.  The beast is thick about its tubular body, the entire length rimmed with bands of muscle strong enough to suffocate a fully grown deer.  With a stout, club-shaped head and probing tongue, the constrictor snake shimmies ever-so stealthily towards its quarry.  Setting its dulled vision upon the rodent, the snake tastes the air with its forked tongue and pinpoints the rat’s position.  The hunt is over in a flash: striking like an arrow loosed from a bow, the snake sinks its needle-like fangs into the rat’s body before winding coil after coil of its body tightly around the rodent’s chest so it can crush and squeeze the last breath from the tiny beast’s body.  In a single, ugly gulp, the rat disappears into the snake.  Constrictor snakes inhabit, primarily, the jungles of the world and utilize their clever camouflage flecked scales to blend into the surrounding foliage.  Unlike their more venomous cousins, these snakes do not bear the hollow fangs to deliver a deadly dose of neurotoxin; rather, these snakes rely on their brute strength to strangle the life out of their victims.  While most constrictors are no threat to the average humanoid, there are some species large enough to consume a fully grown pony.  Beware the waters and thick brush of the jungle floor as this is where these deadly beasts prefer to hide.

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The snake wraps around you with its scaled body threatening to squeeze the breath from your lungs with its powerful muscles.

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The target is @JournalEntry[Grappled] (escape DC 14). Until this grapple ends, the creature is @JournalEntry[Restrained], and the snake can't constrict another target.

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\n
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Bathing your very own Blink Dog comes with a set of challenges all its own.  Often it is simply better to let the beast care for its own hygiene (circumstances allowing) as your precious pooch will likely blink off to the nearest mud puddle as soon as you’ve finished cleaning them.
Caring for your Blink Dog, pg. 46.

\n
\n

Blink Dogs are a notable curiosity amongst the common canine species.  On the outside, the hound appears to be quite similar to many a hunting mutt: a tannish, yellow complexion of the fur, average in size (standing anywhere from two and a half to three feet in height) and no markings or traits rendering it particularly unique.  However, the secret of this dog lies within.  The Blink Dog possesses an uncanny ability to “blink” or teleport at will from location to location in a flash.  In a similar vein to the spells utilized by mages to transport themselves across distances in a flash, the Blink Dog tears through the fabric of our reality, vanishes instantaneously and appears up to forty feet away from its original location.  The Blink Dog is unable to carry living things along with it, however any equipment or objects the hound currently holds will be transported.  Blink Dogs have an above average intelligence in comparison to other canines and are able to speak their own language, called “Blink Dog”, to others of their kind.  What these discussions entail is a mystery, though it is speculated that often the packs of dogs will discuss their intense hatred for other ethereal quadrupeds as they are known to attack the beasts on sight.

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The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The dog growls as it sinks its teeth into its target.

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The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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\n
\n

Bathing your very own Blink Dog comes with a set of challenges all its own.  Often it is simply better to let the beast care for its own hygiene (circumstances allowing) as your precious pooch will likely blink off to the nearest mud puddle as soon as you’ve finished cleaning them.
Caring for your Blink Dog, pg. 46.

\n
\n

Blink Dogs are a notable curiosity amongst the common canine species.  On the outside, the hound appears to be quite similar to many a hunting mutt: a tannish, yellow complexion of the fur, average in size (standing anywhere from two and a half to three feet in height) and no markings or traits rendering it particularly unique.  However, the secret of this dog lies within.  The Blink Dog possesses an uncanny ability to “blink” or teleport at will from location to location in a flash.  In a similar vein to the spells utilized by mages to transport themselves across distances in a flash, the Blink Dog tears through the fabric of our reality, vanishes instantaneously and appears up to forty feet away from its original location.  The Blink Dog is unable to carry living things along with it, however any equipment or objects the hound currently holds will be transported.  Blink Dogs have an above average intelligence in comparison to other canines and are able to speak their own language, called “Blink Dog”, to others of their kind.  What these discussions entail is a mystery, though it is speculated that often the packs of dogs will discuss their intense hatred for other ethereal quadrupeds as they are known to attack the beasts on sight.

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The dog growls as it sinks its teeth into its target.

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The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

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If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The boar waves its tusks around.

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Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

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If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The boar waves its tusks around.

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When the job of lugging lumber or trucking trade goods down a country road is simply too much for a humanoid to bear, they may find solace in the knowledge that there is a loyal, stalwart beast ready to shoulder the heavy load for them: the draft horse.  Draft horses are a breed of horse who are more readily acclimated to rugged terrain and bearing great weights.  Often covered in thicker fur to survive in more difficult climates than their short haired brethren, draft horses have stout, powerful legs and gargantuan hooves adept at clinging to the loose gravel of a mountain trail.  Many breeds of draft horse exist within the world, so the picky merchant is never without option should they entertain the idea of purchasing such a beast.  The draft horse is capable of moving loads up to 540 lbs and may easily pull a cart laden with adventurers and their spoils down the open road should they become lazy in their victories.

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The horse rears up and brings its weight down onto its target.

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When the job of lugging lumber or trucking trade goods down a country road is simply too much for a humanoid to bear, they may find solace in the knowledge that there is a loyal, stalwart beast ready to shoulder the heavy load for them: the draft horse.  Draft horses are a breed of horse who are more readily acclimated to rugged terrain and bearing great weights.  Often covered in thicker fur to survive in more difficult climates than their short haired brethren, draft horses have stout, powerful legs and gargantuan hooves adept at clinging to the loose gravel of a mountain trail.  Many breeds of draft horse exist within the world, so the picky merchant is never without option should they entertain the idea of purchasing such a beast.  The draft horse is capable of moving loads up to 540 lbs and may easily pull a cart laden with adventurers and their spoils down the open road should they become lazy in their victories.

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The horse rears up and brings its weight down onto its target.

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The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

\n\n

 

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The dretch makes two attacks: one with its bite and one with its claws.

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The dretch licks its lips before trying to get a piece of you past them.

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The dretch lunges out with its sharp claws.

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A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. While @JournalEntry[Poisoned] in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

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\n

The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

\n\n

 

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The dretch makes two attacks: one with its bite and one with its claws.

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The dretch licks its lips before trying to get a piece of you past them.

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The dretch lunges out with its sharp claws.

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A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be @JournalEntry[Poisoned] until the start of its next turn. While @JournalEntry[Poisoned] in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

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\n

Experts in poisons: Check.  Beholden to ancient evils: Check.  Can see you in the dark: Check.  Now let me ask you this… why are you wanting to go stir up a nest of Drow?
- a subterranean guide.

\n
\n

Drow were once the very same elves of the woods and cities we are more commonly aware of; however, a schism within the belief structures of various elvish factions forced a sect of elvenkind to flee below the surface of the world and take refuge within the massive subterranean caverns they found there.  Within the caves their skin darkened to a deep pitch black and their hair faded to shades of white and silver.  These elves, thin and regal in posture, became known as simply the Drow.  As centuries passed beneath the world’s crust, the Drow adapted to their new surroundings in notable ways.

\n

You Think the Darkness is your Ally? The Drow’s elven eyes, once adapted to see for miles in the bright sunlight, grew pale without the nourishment of the light and transformed into orbs keen at seeing anything within the pitch darkness of the underground.  Drow have also learned to use the darkness to their advantage and may even creep to the surface world under the cover of night’s shadows to carry out raids upon villages nearby.  This adaptation has not come without cost, however, as the Drow’s skin and eyes can no longer stand the burning sun.  This forces the dark elves to utilize the night or sufficiently cover themselves to avoid the sun’s glare.  Drow do still retain some of their elvish arcane abilities as they may not be charmed or forced to sleep by spellwork.  Many Drow females (as Drows exist in a matriarchy) are also skilled sorcerers and priestesses who primarily choose to side with gods on the more sinister side of the pantheon.  Other clever Drow have worked out methods of distilling certain poisons from underground mushrooms and creatures who lurk upon the cavern walls.  These toxins are well known amongst connoisseurs of poisons for both their availability as well as their legendary potency.  It is not uncommon for all soldiers in a Drow army to be equipped with at least one vial of potent poison.

\n\n

 

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The drow has advantage on saving throws against being @JournalEntry[Charmed], and magic can't put it to sleep.

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Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":3,"flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":4,"flags":{},"name":"Faerie Fire","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-jade-2.jpg","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":5,"flags":{},"name":"Dancing Lights","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-sky-2.jpg","data":{"description":{"value":"

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":6,"flags":{"_sheetTab":"description"},"name":"Sunlight Sensitivity","type":"feat","img":"systems/dnd5e/icons/skills/light_03.jpg","data":{"description":{"value":"

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}}]} +{"_id":"1vaBSMUfOy6JPJ14","name":"Drow","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"dex":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"con":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"int":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":11,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":12,"min":3,"proficient":0,"mod":1,"save":1}},"attributes":{"ac":{"min":12,"value":15},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"init":{"value":0,"mod":2,"bonus":0,"total":2,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"cha","spelldc":11,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"
\n

Experts in poisons: Check.  Beholden to ancient evils: Check.  Can see you in the dark: Check.  Now let me ask you this… why are you wanting to go stir up a nest of Drow?
- a subterranean guide.

\n
\n

Drow were once the very same elves of the woods and cities we are more commonly aware of; however, a schism within the belief structures of various elvish factions forced a sect of elvenkind to flee below the surface of the world and take refuge within the massive subterranean caverns they found there.  Within the caves their skin darkened to a deep pitch black and their hair faded to shades of white and silver.  These elves, thin and regal in posture, became known as simply the Drow.  As centuries passed beneath the world’s crust, the Drow adapted to their new surroundings in notable ways.

\n

You Think the Darkness is your Ally? The Drow’s elven eyes, once adapted to see for miles in the bright sunlight, grew pale without the nourishment of the light and transformed into orbs keen at seeing anything within the pitch darkness of the underground.  Drow have also learned to use the darkness to their advantage and may even creep to the surface world under the cover of night’s shadows to carry out raids upon villages nearby.  This adaptation has not come without cost, however, as the Drow’s skin and eyes can no longer stand the burning sun.  This forces the dark elves to utilize the night or sufficiently cover themselves to avoid the sun’s glare.  Drow do still retain some of their elvish arcane abilities as they may not be charmed or forced to sleep by spellwork.  Many Drow females (as Drows exist in a matriarchy) are also skilled sorcerers and priestesses who primarily choose to side with gods on the more sinister side of the pantheon.  Other clever Drow have worked out methods of distilling certain poisons from underground mushrooms and creatures who lurk upon the cavern walls.  These toxins are well known amongst connoisseurs of poisons for both their availability as well as their legendary potency.  It is not uncommon for all soldiers in a Drow army to be equipped with at least one vial of potent poison.

\n\n

 

","public":""},"race":null,"type":"Humanoid","environment":"Underdark","cr":1,"xp":{"value":200},"source":"MM pg. 128","class":{}},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ani":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"ins":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"med":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"prc":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":12},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"per":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12},"ste":{"value":1,"ability":"dex","mod":4,"bonus":0,"passive":14},"sur":{"value":0,"ability":"wis","mod":0,"bonus":0,"passive":10}},"traits":{"size":"med","senses":"","languages":{"value":["elvish","undercommon"],"custom":""},"di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"perception":{"_deprecated":true}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"spells":{"spell0":{"value":0,"max":0},"spell1":{"value":"1","max":"1"},"spell2":{"value":"1","max":"1"},"spell3":{"value":0,"max":0},"spell4":{"value":0,"max":0},"spell5":{"value":0,"max":0},"spell6":{"value":0,"max":0},"spell7":{"value":0,"max":0},"spell8":{"value":0,"max":0},"spell9":{"value":0,"max":0}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":1300000,"flags":{"_sheetTab-sidebar":"abilities","_sheetTab-primary":"biography"},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Drow","displayName":0,"img":"icons/mystery-man.png","width":1,"height":1,"scale":1,"elevation":0,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"actorId":"1vaBSMUfOy6JPJ14","actorLink":false,"actorData":{},"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"id":1,"flags":{},"name":"Fey Ancestry","type":"feat","img":"systems/dnd5e/icons/skills/green_13.jpg","data":{"description":{"value":"

The drow has advantage on saving throws against being @JournalEntry[Charmed], and magic can't put it to sleep.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":2,"flags":{},"name":"Innate Spellcasting","type":"feat","img":"systems/dnd5e/icons/skills/violet_08.jpg","data":{"description":{"value":"

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":3,"flags":{},"name":"Darkness","type":"spell","img":"systems/dnd5e/icons/spells/evil-eye-red-2.jpg","data":{"description":{"value":"

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":4,"flags":{},"name":"Faerie Fire","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-jade-2.jpg","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

","chat":"","unidentified":""},"source":"PHB pg. 239","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"spellType":{"value":"","_deprecated":true},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"concentration":{"value":null,"_deprecated":true},"ritual":{"value":null,"_deprecated":true},"prepared":{"value":null,"_deprecated":true}},"sort":100001},{"id":5,"flags":{},"name":"Dancing Lights","type":"spell","img":"systems/dnd5e/icons/spells/fire-arrows-sky-2.jpg","data":{"description":{"value":"

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

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While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}}]} +{"$$deleted":true,"_id":"XNkufd2FVMLJ2wYC"} +{"_id":"55PkbskG5iBZGrgR","name":"Elk","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":16,"min":3,"proficient":0,"mod":3,"save":3},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"cha":{"value":6,"min":3,"proficient":0,"mod":-2,"save":-2}},"attributes":{"ac":{"min":10,"value":10},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d10 + 2"},"init":{"value":0,"mod":0,"bonus":0,"total":0,"prof":0},"prof":2,"speed":{"value":"50 ft.","special":""},"spellcasting":"","spelldc":6,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"
\n

No, no you wouldn’t really expect ‘em to be so scary, but they are!  They’re bigger than your average whitetail buck n’ twice as nasty should they get in close with them big antlers.  Oh, and the sound they make!  Like the wailing of a banshee, ringing through the entire damned forest in the dead of night.  Don’t you laugh at me!  Don’t you laugh...  You wait for when you hear it on a cold winter’s night and it’ll be you sittin’ in your own piss wishin’ you’d listened to me.
A traveling hunter near Blisterrock Stead.

\n
\n

Standing five feet tall and weighing upwards of 700 pounds, elk are the largest species of deer found within the natural world.  To the untrained eye, elk simply look much like a gigantic deer as males retain the characteristic pronged antlers (females bearing none) as their smaller cousins.  There are, however, a few differences between the two creatures.  The most notable difference is in vocalization as elk favor a series of bugles or shrieks which echo loudly throughout the forest.  These bugling vocalizations signal the arrival of mating season (called a rut) in which dominant males will battle between themselves with sharpened antlers for a female’s favor.  Should you hear the keening cry of the elk in a silent forest, may I advise you that you should best turn back lest you are ready for a pheromone addled fight to the end.

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If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked JournalEntry[Prone].

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The elk lowers its head and barrels forward into its target.

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The elk rears up and brings its weight down onto its target.

\n

(target must be JournalEntry[Prone])

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No, no you wouldn’t really expect ‘em to be so scary, but they are!  They’re bigger than your average whitetail buck n’ twice as nasty should they get in close with them big antlers.  Oh, and the sound they make!  Like the wailing of a banshee, ringing through the entire damned forest in the dead of night.  Don’t you laugh at me!  Don’t you laugh...  You wait for when you hear it on a cold winter’s night and it’ll be you sittin’ in your own piss wishin’ you’d listened to me.
A traveling hunter near Blisterrock Stead.

\n
\n

Standing five feet tall and weighing upwards of 700 pounds, elk are the largest species of deer found within the natural world.  To the untrained eye, elk simply look much like a gigantic deer as males retain the characteristic pronged antlers (females bearing none) as their smaller cousins.  There are, however, a few differences between the two creatures.  The most notable difference is in vocalization as elk favor a series of bugles or shrieks which echo loudly throughout the forest.  These bugling vocalizations signal the arrival of mating season (called a rut) in which dominant males will battle between themselves with sharpened antlers for a female’s favor.  Should you hear the keening cry of the elk in a silent forest, may I advise you that you should best turn back lest you are ready for a pheromone addled fight to the end.

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If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked JournalEntry[Prone].

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The elk lowers its head and barrels forward into its target.

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The elk rears up and brings its weight down onto its target.

\n

(target must be JournalEntry[Prone])

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Mimicry is a favored trick of those with the capacity for magic and the Flying Sword is an example of the simplest yet most effective mimicry in the arcane realm.  A flying sword is just that: a sword which flies.  Enchanted by a mage (typically for the purpose of guarding a home, study, or tower) the magical flying sword rests peacefully wherever its master has left it.  These enhanced blades are given simple instructions such as, “Kill any intruders”, and until such a prompt is met, the sword will sit motionless.  While motionless, the sword is indistinguishable from any ordinary sword (excepting to those trained in seeing magical auras) which exemplifies the swords most dastardly characteristic.  Like this, the sword can rest for ages until its prompt is met and the weapon springs to life.  The sword will float from its hiding place, then slash and stab at any foolish trespassers with the confidence of a trained warrior until it is destroyed or its foes lay dead.  Upon destruction the spell placed upon the sword is dissolved and the object returns to normal.

\n
\n

Author’s Note: Wary adventurers should be on alert for other weaponry such as Clubs, Axes, Crossbows, or Hammers as the enchantment can be used on most common weaponry.

\n
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While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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The sword is JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall @JournalEntry[Unconscious] for 1 minute.

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Mimicry is a favored trick of those with the capacity for magic and the Flying Sword is an example of the simplest yet most effective mimicry in the arcane realm.  A flying sword is just that: a sword which flies.  Enchanted by a mage (typically for the purpose of guarding a home, study, or tower) the magical flying sword rests peacefully wherever its master has left it.  These enhanced blades are given simple instructions such as, “Kill any intruders”, and until such a prompt is met, the sword will sit motionless.  While motionless, the sword is indistinguishable from any ordinary sword (excepting to those trained in seeing magical auras) which exemplifies the swords most dastardly characteristic.  Like this, the sword can rest for ages until its prompt is met and the weapon springs to life.  The sword will float from its hiding place, then slash and stab at any foolish trespassers with the confidence of a trained warrior until it is destroyed or its foes lay dead.  Upon destruction the spell placed upon the sword is dissolved and the object returns to normal.

\n
\n

Author’s Note: Wary adventurers should be on alert for other weaponry such as Clubs, Axes, Crossbows, or Hammers as the enchantment can be used on most common weaponry.

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While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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The sword is JournalEntry[Incapacitated] while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall @JournalEntry[Unconscious] for 1 minute.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":2,"flags":{"_sheetTab":"description"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/red_29.jpg","data":{"description":{"value":"

The spider applies its dripping fangs to its helpless victim.

\n
\n

If it hits the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"2d6 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"id":3,"flags":{"_sheetTab":"description"},"name":"Web Sense","type":"feat","img":"systems/dnd5e/icons/skills/violet_14.jpg","data":{"description":{"value":"

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":2,"flags":{"_sheetTab":"description"},"name":"Bite","type":"weapon","img":"systems/dnd5e/icons/skills/red_29.jpg","data":{"description":{"value":"

The spider applies its dripping fangs to its helpless victim.

\n
\n

If it hits the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is @JournalEntry[Stable] but @JournalEntry[Poisoned] for 1 hour, even after regaining hit points, and is @JournalEntry[Paralyzed] while @JournalEntry[Poisoned] in this way.

\n
","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"2d6 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"natural","properties":{},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}},{"id":3,"flags":{"_sheetTab":"description"},"name":"Web Sense","type":"feat","img":"systems/dnd5e/icons/skills/violet_14.jpg","data":{"description":{"value":"

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}},{"id":4,"flags":{"_sheetTab":"description"},"name":"Web Walker","type":"feat","img":"systems/dnd5e/icons/skills/yellow_42.jpg","data":{"description":{"value":"

The spider ignores movement restrictions caused by webbing.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}}]} +{"$$deleted":true,"_id":"fh6XMn0p9f3rjZmL"} +{"_id":"OSKoYxdiQ8jYqOGH","name":"Giant Badger","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"min":3,"proficient":0,"mod":1,"save":1},"dex":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"con":{"value":15,"min":3,"proficient":0,"mod":2,"save":2},"int":{"value":2,"min":3,"proficient":0,"mod":-4,"save":-4},"wis":{"value":12,"min":3,"proficient":0,"mod":1,"save":1},"cha":{"value":5,"min":3,"proficient":0,"mod":-3,"save":-3}},"attributes":{"ac":{"min":10,"value":10},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"2d8 + 4"},"init":{"value":0,"mod":0,"bonus":0,"total":0,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":"Burrow 10 ft."},"spellcasting":"","spelldc":6,"spellLevel":0},"details":{"alignment":"Unaligned","biography":{"value":"
\n

Author’s Note: Please see below the entry for “Badger” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor.  Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot!  Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!
Merchant Lord Ellemond Doughty.

\n
\n

The common forest dwelling badger is a creature of ingenuity and sheer determination.  This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow.  The badger’s coat is decked in marvelous black and white stripes running the length of its body.  With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution.  Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them.  As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense.  The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation.  A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor.  These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators.  It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The badger makes two attacks: one with its bite and one with its claws.

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The badger opens its jaws and reaches for its next victim.

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The badger pulls back its bloodied paw and swings it forward.

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\n

Author’s Note: Please see below the entry for “Badger” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

Strolling through the forest one spring morning I did find myself brought down to the earth by a most unusual hole gaping wide in the forest floor.  Thinking myself a rather clever sleuth in finding some ill-witted bandit’s secret treasures, I did quickly reach my hand within the tunnel only to be greeted by something oddly fuzzy and a most severe pain to boot!  Let my incident (and missing finger) with the woodland badger be warning to those lacking in wisdom; do not reach into places where your hand does not belong!
Merchant Lord Ellemond Doughty.

\n
\n

The common forest dwelling badger is a creature of ingenuity and sheer determination.  This creature, resembling a most rotund and powerful weasel, busies itself upon the forest floor catching its prey of insects and small mammals all the while toiling away at creating itself a sett, or more commonly called, a burrow.  The badger’s coat is decked in marvelous black and white stripes running the length of its body.  With gentle eyes and an otherwise calm demeanor, the badger exudes an image of a more timid beast; however, this outer appearance should be observed with caution.  Armed with thick, elongated claws made for churning through the toughest of soil and a set of powerful jaws to match, badgers are quick to defend themselves should a foolish soul harass them.  As long as you do not agitate the badger, it will find no recourse to harm you.

\n

Miraculous Mandibles. A badger’s most intriguing feature is a set of peculiar jawbones with provide it with a spectacular method of defense.  The animal’s jaws are set into long cavities within its skull allowing the badger to lock its jaws in place thus increasing its already powerful bite strength and avoid the possibility of mandible dislocation.  A truly remarkable evolutionary advantage in avoiding combat (rather than confronting its adversary) is the badger’s natural odor.  These creatures can release a powerful musk from scent glands located near their rears which can easily drive away predators.  It is for these reasons that many forest dwelling cultures revere the badger as a guardian of the forest and attempt to utilize the badger’s unique abilities in their own bid for survival in the wilds of our world.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The badger makes two attacks: one with its bite and one with its claws.

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The badger opens its jaws and reaches for its next victim.

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The badger pulls back its bloodied paw and swings it forward.

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\n

A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

\n
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The horse rears up and brings its weight down onto; its target.

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\n

A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

\n
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The horse rears up and brings its weight down onto; its target.

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Skittering through the undergrowth of a dark forest or wriggling free from the dilapidated stone walls of a dank catacomb, giant centipedes resemble their miniscule cousins in all ways beyond size.  These slithering, scuttling arthropods are nearly the size of a small dog with sharpened mandibles measuring several inches in length at the tip of their head.  Much like the average centipede, these creatures bear the multitude of slinking legs flanking both sides of its tubular body and seethe with the aggression of a wild boar.  Giant centipedes think little beyond their next meal and will attack nearly any creature who enter into their territory, lashing out with their crushing mandibles capable of breaking through leather armor with ease.  Once the centipede has successfully gripped its victim with its pinching mandibles, it delivers a potent poison into its target’s blood stream which (in rare cases) may act as a minor paralytic should the creature fall unconscious while poisoned.  Keep an eye out while donning your boots should you choose to rest within the domain of the giant centipede.

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The centipede gnashes out with its teeth.

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Skittering through the undergrowth of a dark forest or wriggling free from the dilapidated stone walls of a dank catacomb, giant centipedes resemble their miniscule cousins in all ways beyond size.  These slithering, scuttling arthropods are nearly the size of a small dog with sharpened mandibles measuring several inches in length at the tip of their head.  Much like the average centipede, these creatures bear the multitude of slinking legs flanking both sides of its tubular body and seethe with the aggression of a wild boar.  Giant centipedes think little beyond their next meal and will attack nearly any creature who enter into their territory, lashing out with their crushing mandibles capable of breaking through leather armor with ease.  Once the centipede has successfully gripped its victim with its pinching mandibles, it delivers a potent poison into its target’s blood stream which (in rare cases) may act as a minor paralytic should the creature fall unconscious while poisoned.  Keep an eye out while donning your boots should you choose to rest within the domain of the giant centipede.

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The centipede gnashes out with its teeth.

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Author’s Note: Please see below the entry for “Frog” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size. 

\n
\n

Frogs are the most common amphibian to inhabit our planet.  Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs.  This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog.  Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!).  Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages.  This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

\n

Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail.  Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water.  Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form.  Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”.  What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

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The frog can breathe air and water.

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The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

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The Giant Frog opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 11). Until this grapple ends, the target is @JournalEntry[Restrained], and the frog can't bite another target.

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The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

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\n

Author’s Note: Please see below the entry for “Frog” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size. 

\n
\n

Frogs are the most common amphibian to inhabit our planet.  Frogs live a primary amount of their lives in and around sources of water which makes them common to swamps, marshes, and bogs.  This, of course, is necessary as without a nearby source of water the frog’s slick skin would dry out and kill the frog.  Insect eaters by nature, the frog utilizes its long, sticky tongue to capture all manner of insects (Author’s Note: In the swamps of the south, eye witnesses have sworn to have seen a frog species large enough that they ate small birds plucked right from the air!).  Frogs have a unique manner of locomotion as their hind legs are far longer and folded in comparison to their front appendages.  This unique evolution allows the frog to hop about and make quite fantastic jumps when fully extending its hind legs.

\n

Tadpole evolved into Frog. Frogs begin their lives as nothing more than a jelly-like egg the size of a pinky nail.  Upon hatching, the tiny frogs now in their tadpole state resemble miniature living comets, being hardly more than a ovular head and long swishing tail to propel themselves through the water.  Over the course of several weeks the baby frogs develop limbs and fully evolve into their more recognizable adult form.  Truly a fascinating process of development most often seen in insect species that our researchers have dubbed “metamorphosis”.  What other creatures of our ever changing world could possess such a fantastic transformation as the common frog?

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The frog can breathe air and water.

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The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

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The Giant Frog opens its wide mouth to bite its foe.

\n
\n

If it hits, the target is @JournalEntry[Grappled] (escape DC 11). Until this grapple ends, the target is @JournalEntry[Restrained], and the frog can't bite another target.

\n
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The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is @JournalEntry[Blinded] and @JournalEntry[Restrained], it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer @JournalEntry[Restrained] by it and can escape from the corpse using 5 feet of movement, exiting @JournalEntry[Prone].

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\n

Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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The lizard snaps its jaws forward.

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\n

Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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The lizard snaps its jaws forward.

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\n

Author’s Note: Please see below the entry for “Owl” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world.  Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes.  A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents.  As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field.  Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard.  Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep.  Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting.  Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The owl rakes at your eyes with hooked avian talons.

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\n

Author’s Note: Please see below the entry for “Owl” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world.  Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes.  A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents.  As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field.  Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard.  Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep.  Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting.  Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The owl rakes at your eyes with hooked avian talons.

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\n

Author’s Note: Please see below the entry for “Poisonous Snake” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Snakes rank among the most plentiful and diverse reptiles to slither across our planet’s surface.  Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds.  Though there are many species of snake, we will only discuss the poisonous varieties within this article.  Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils.  While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat.  The devious snake, however, has so much more beneath its scaly surface.

\n

Don’t Tread on Me.  Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings.  Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance.  While the creature’s eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them.  Snakes “smell” with their tongues!  Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues.  Within the snake’s mouth lies its most deadly asset in the form of two, hollow fangs.  Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight.  The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs.  Then it’s only a matter of moments until the poor creature is left dead by the snake’s potent toxins.  While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles.  Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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The snake gnashes out with its teeth.

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\n

Author’s Note: Please see below the entry for “Poisonous Snake” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Snakes rank among the most plentiful and diverse reptiles to slither across our planet’s surface.  Resembling nothing more than a scaly worm at first look, snakes are actually highly developed predators who slither across the ground in order to stealthily hunt their prey of smaller reptiles, rodents, and birds.  Though there are many species of snake, we will only discuss the poisonous varieties within this article.  Poisonous snakes bear a marked identifier separating them from their nonpoisonous brethren: the shape of their pupils.  While snakes lacking venom glands have rounded pupils, those snakes with a venomous bite have slitted pupils much like those of a common domestic cat.  The devious snake, however, has so much more beneath its scaly surface.

\n

Don’t Tread on Me.  Ever camouflaged both by their similarities to roots, sticks, or branches as well as the marvelous patterns of black, browns, greens, and tans speckling their hides, snakes are masters of blending into their surroundings.  Even perched on a rock to warm their bodies in the heat of the sun, snakes can certainly be missed by just a passing glance.  While the creature’s eyesight is relatively poor, snakes have adapted an amazing ability to sense the world around them.  Snakes “smell” with their tongues!  Yes, by flicking their tongues out of their mouths with a fascinating flourish, these reptiles are able to smell prey or predators in their environment by collecting the miniscule scents on their tongues.  Within the snake’s mouth lies its most deadly asset in the form of two, hollow fangs.  Snakes prefer to strike from the shadows, allowing their quiet method of travel to get them close enough to their prey to avoid a fight.  The creature then lashes out in the blink of an eye, catching the unwary prey in their jaws while injecting them with a controlled dose of highly toxic venom through their hollow fangs.  Then it’s only a matter of moments until the poor creature is left dead by the snake’s potent toxins.  While the majority of snake species are not deadly to humanoids, caution is advised for those not well versed in identifying reptiles.  Antidote should always be carried in areas known to house populations of poisonous snakes, just in case.

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The snake gnashes out with its teeth.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"","attuned":false,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":"3d6 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"natural","properties":{"fin":true,"rch":true},"proficient":true,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}}}]} +{"$$deleted":true,"_id":"TiYhtsQOdF8RyrS8"} +{"_id":"TjWQOgI3A4UAl7lC","name":"Goblin","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":8,"min":3,"proficient":0,"mod":-1,"save":-1},"dex":{"value":14,"min":3,"proficient":0,"mod":2,"save":2},"con":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"int":{"value":10,"min":3,"proficient":0,"mod":0,"save":0},"wis":{"value":8,"min":3,"proficient":0,"mod":-1,"save":-1},"cha":{"value":8,"min":3,"proficient":0,"mod":-1,"save":-1}},"attributes":{"ac":{"min":12,"value":15},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"value":0,"mod":2,"bonus":0,"total":2,"prof":0},"prof":2,"speed":{"value":"30 ft.","special":""},"spellcasting":"","spelldc":10,"spellLevel":0},"details":{"alignment":"Neutral Evil","biography":{"value":"
\n

Putrid little runts… they ambushed us on the trail before we’d even been made aware we’d entered their “king’s” territory.  They attacked from out of the bushes like a tidal wave of bodies crashing into our cart, all the while gibbering in their foul, snarl of a tongue.  We should have been prepared for them, I recall their weaponry was so poor one bugger was swinging half a broom handle with a small iron spike driven through; nonetheless, they overwhelmed us with their surprise attack and made off with a hefty share of the camp’s rations for the next month.
Captain Will Freidmont of the Upper Wilds Valdyrguard.

\n
\n

Goblins are evil creatures of diminutive stature who exist in almost every corner of the natural world as a constant yet generally manageable threat.  Hailing from a group of creatures called goblinoids (which includes bugbears and hobgoblins), the goblin is a foul humanoid measuring no larger than the average halfling.  Goblins have skin tones varying from light clay to deep chestnut brown to a sickly, acidic green, their hair is thin and greasy, and within their jaws rest cracked and sharpened teeth.  Together with their foaming fellows, goblins form loose collectives or tribes so their power can stand pronounced in numbers.  The tribal life also allows for a crude caste system to erupt from the goblin’s chaotic politics.  All goblins have something to offer to the tribe, be they foragers, slavers, or warriors.  If they cannot contribute, they die.

\n

We Live in a Society.  Capricious to the last, goblins crave nothing more than power and domination of all others around them by any means (including those methods dangerous to the goblin).  Those goblins who possess enough might or cleverness may ascend to the rank of Goblin Boss and command a lair consisting of several dozens goblinoid fellows.  Should ambition prove overwhelming, the boss in rare cases may subjugate nearby lairs of rival goblinoids and crown themselves a Goblin Queen/King.  It has been documented that in one particular case, Queen Greld the Gutripper was able to enslave a camp containing hundreds of orcs, then laid siege to the city of Westerholt close by and sacked the entire city.

\n

Gnash and Bite, Trick and Trap. Goblins maintain some of the most chaotic lairs within the known world, and to accomplish this the goblins require a plethora of slaves.  Not always willing to murder those they plunder, goblins and their kin are known slavers, spiriting away captured humans from merchant wagons to contruct their insidious dungeons.  WIthin a goblin lair is all manner of trap: tunnels leading nowhere, narrow passages no human could pass through, arrow slits, pits lined with spikes, and of course a multitude of alarms to warn the tribe of any impending danger.  Goblins utilize chaotic placement within their lairs to throw off intruders from their hard earned loot which is kept safe within the lair’s heart.

\n

And They Dance About the Flames. Goblins, though commonly thought of as greedy and stupid, leave their chaotic tendancies behind when it comes to the structure of religious worship.  They are beholden in particular to The God of the Goblins, also called They Who Lurk Beneath, who acts as chief of all other gods to the goblinoids.  This god encourages acts of violence, blind cruelty, enslaving others, as well as war amongst the enemies of the goblins.  Goblin tribes will join together in times of worship to dance, perform rituals with blood and bone, build massive bonfires, and sew chaos throughout the lair all in devotion to their evil benefactor.  Goblins, fueled by the spirit of the revelry, will then be exceedingly aggressive and volatile for the days after, raging through the surrounding area to sate the thirst of their cruel god.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

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This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

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This two handed bow is somewhat smaller than the tranditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

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\n

Putrid little runts… they ambushed us on the trail before we’d even been made aware we’d entered their “king’s” territory.  They attacked from out of the bushes like a tidal wave of bodies crashing into our cart, all the while gibbering in their foul, snarl of a tongue.  We should have been prepared for them, I recall their weaponry was so poor one bugger was swinging half a broom handle with a small iron spike driven through; nonetheless, they overwhelmed us with their surprise attack and made off with a hefty share of the camp’s rations for the next month.
Captain Will Freidmont of the Upper Wilds Valdyrguard.

\n
\n

Goblins are evil creatures of diminutive stature who exist in almost every corner of the natural world as a constant yet generally manageable threat.  Hailing from a group of creatures called goblinoids (which includes bugbears and hobgoblins), the goblin is a foul humanoid measuring no larger than the average halfling.  Goblins have skin tones varying from light clay to deep chestnut brown to a sickly, acidic green, their hair is thin and greasy, and within their jaws rest cracked and sharpened teeth.  Together with their foaming fellows, goblins form loose collectives or tribes so their power can stand pronounced in numbers.  The tribal life also allows for a crude caste system to erupt from the goblin’s chaotic politics.  All goblins have something to offer to the tribe, be they foragers, slavers, or warriors.  If they cannot contribute, they die.

\n

We Live in a Society.  Capricious to the last, goblins crave nothing more than power and domination of all others around them by any means (including those methods dangerous to the goblin).  Those goblins who possess enough might or cleverness may ascend to the rank of Goblin Boss and command a lair consisting of several dozens goblinoid fellows.  Should ambition prove overwhelming, the boss in rare cases may subjugate nearby lairs of rival goblinoids and crown themselves a Goblin Queen/King.  It has been documented that in one particular case, Queen Greld the Gutripper was able to enslave a camp containing hundreds of orcs, then laid siege to the city of Westerholt close by and sacked the entire city.

\n

Gnash and Bite, Trick and Trap. Goblins maintain some of the most chaotic lairs within the known world, and to accomplish this the goblins require a plethora of slaves.  Not always willing to murder those they plunder, goblins and their kin are known slavers, spiriting away captured humans from merchant wagons to contruct their insidious dungeons.  WIthin a goblin lair is all manner of trap: tunnels leading nowhere, narrow passages no human could pass through, arrow slits, pits lined with spikes, and of course a multitude of alarms to warn the tribe of any impending danger.  Goblins utilize chaotic placement within their lairs to throw off intruders from their hard earned loot which is kept safe within the lair’s heart.

\n

And They Dance About the Flames. Goblins, though commonly thought of as greedy and stupid, leave their chaotic tendancies behind when it comes to the structure of religious worship.  They are beholden in particular to The God of the Goblins, also called They Who Lurk Beneath, who acts as chief of all other gods to the goblinoids.  This god encourages acts of violence, blind cruelty, enslaving others, as well as war amongst the enemies of the goblins.  Goblin tribes will join together in times of worship to dance, perform rituals with blood and bone, build massive bonfires, and sew chaos throughout the lair all in devotion to their evil benefactor.  Goblins, fueled by the spirit of the revelry, will then be exceedingly aggressive and volatile for the days after, raging through the surrounding area to sate the thirst of their cruel god.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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Panthers are large stealthy jungle cats who tread silently and ambush their quarry from the cover of the shrouded jungle foliage.  Coming in coat varieties of tawny and yellow splotches to pure, midnight black, panthers are characterised by their sleek, short haired bodies and large canine teeth utilized for piercing and tearing.  These cats come armed with a full set of retractable claws at the end of muscular paws the size of dinner plates.  Panthers are among the deadliest predators lurking within the jungle.  Though stealthy, panthers may be easily scared away by persistent humanoids if the beast is not defending a fresh kill as the creature knows when to fight and when to flee should the odds not be in the panther’s favor.  Panthers are swift climbers as well and have the ability to haul a fully grown antelope corpse up and into a tree to be consumed in privacy.

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If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the panther can make one bite attack against it as a bonus action.

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The panther has advantage on Wisdom (Perception) checks that rely on smell.

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The panther gnashes out with its teeth.

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The panther reaches out its paw to strike its foe.

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Panthers are large stealthy jungle cats who tread silently and ambush their quarry from the cover of the shrouded jungle foliage.  Coming in coat varieties of tawny and yellow splotches to pure, midnight black, panthers are characterised by their sleek, short haired bodies and large canine teeth utilized for piercing and tearing.  These cats come armed with a full set of retractable claws at the end of muscular paws the size of dinner plates.  Panthers are among the deadliest predators lurking within the jungle.  Though stealthy, panthers may be easily scared away by persistent humanoids if the beast is not defending a fresh kill as the creature knows when to fight and when to flee should the odds not be in the panther’s favor.  Panthers are swift climbers as well and have the ability to haul a fully grown antelope corpse up and into a tree to be consumed in privacy.

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If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked @JournalEntry[Prone]. If the target is @JournalEntry[Prone], the panther can make one bite attack against it as a bonus action.

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The panther has advantage on Wisdom (Perception) checks that rely on smell.

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The panther gnashes out with its teeth.

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The panther reaches out its paw to strike its foe.

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The first time you see those hollow sockets staring back at you with some semblance of thought inside the skull, I advise to quash any feelings of accomplishment.  The skeletal servant you have raised is little more than a brainless husk.  Without proper, and I mean proper, instruction, the bones in front of you might as well have remained dusty upon the floor.  Explain the orders carefully and lay out the steps of your new servant’s tasks with exceeding care.  Also, should you catch your skeletal friend partaking in the activities of their former life, do not scold them.  The mundane routine of chopping wood or swinging a hammer can allow for more malleable servants as time continues.
The Book of Dark Servants, Vol III.

\n
\n

Skeletons are beings raised into undeath by the will of necromantic magic.  The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death.  Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives.  The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments.  With its second life, the skeleton acts as a semi-mindless creature serving its master’s will.

\n

Spooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge.  Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations.  The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master.  Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives.  One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake.  Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells.  Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.

\n
\n

Author’s Note: Not all skeletal adversaries in an adventurer’s journey will be humanoid.  Be wary, as significant magics can summon back more powerful skeletal monsters.

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Ragged light armor. It seems to have decayed to the point of not providing much protection.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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This two handed bow is somewhat smaller than the tranditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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\n

The first time you see those hollow sockets staring back at you with some semblance of thought inside the skull, I advise to quash any feelings of accomplishment.  The skeletal servant you have raised is little more than a brainless husk.  Without proper, and I mean proper, instruction, the bones in front of you might as well have remained dusty upon the floor.  Explain the orders carefully and lay out the steps of your new servant’s tasks with exceeding care.  Also, should you catch your skeletal friend partaking in the activities of their former life, do not scold them.  The mundane routine of chopping wood or swinging a hammer can allow for more malleable servants as time continues.
The Book of Dark Servants, Vol III.

\n
\n

Skeletons are beings raised into undeath by the will of necromantic magic.  The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death.  Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives.  The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments.  With its second life, the skeleton acts as a semi-mindless creature serving its master’s will.

\n

Spooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge.  Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations.  The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master.  Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives.  One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake.  Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells.  Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.

\n
\n

Author’s Note: Not all skeletal adversaries in an adventurer’s journey will be humanoid.  Be wary, as significant magics can summon back more powerful skeletal monsters.

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Ragged light armor. It seems to have decayed to the point of not providing much protection.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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This two handed bow is somewhat smaller than the tranditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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Related to the fey pixie who dances merrily through sunlit glades, Sprites resemble their more fanciful kin in size only.  Sprites are tiny humanoids held aloft by a pair of dragonfly’s wings who inhabit glades dappled with mushrooms, wild flowers, and occasionally fellow fey creatures such a living trees whom allow the Sprites to construct villages within their ample boughs.  Here in the bosom of nature’s serenity the Sprites exist with one purpose: protect their home at all costs.  Unlike their Pixie kin, Sprites are fearsome warriors and adept poison crafters willing to lay down their lives to protect their glade.  Should an intruder enter into their territory, the Sprites will take to the trees and bushes causing all manner of racket in an attempt to scare off the intruder without conflict.  If the intruder remains, they will dart out and surround the invader, filling it with poison tipped arrows.  The poison is not deadly, rather, it renders the victim unconscious so the Sprites may flee to a safer location within the forest.

\n

Closer to the Heart. While Sprites make fearsome warriors, they are not without reason in analyzing their enemies.  Upon rendering a creature unconscious, the Sprite can touch the creature and learn the true nature of the creature’s heart, be they good or evil, by “seeing” their heart.  As the heart never lies, the Sprite can make keen judgements about the creature’s intentions and determine if they are truly a threat using this “heart sight”.  In some instances, Sprites have been known to ally themselves with good natured creatures, especially if that creature has come to topple an evil-aligned fey creature in their forest home.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

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The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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Related to the fey pixie who dances merrily through sunlit glades, Sprites resemble their more fanciful kin in size only.  Sprites are tiny humanoids held aloft by a pair of dragonfly’s wings who inhabit glades dappled with mushrooms, wild flowers, and occasionally fellow fey creatures such a living trees whom allow the Sprites to construct villages within their ample boughs.  Here in the bosom of nature’s serenity the Sprites exist with one purpose: protect their home at all costs.  Unlike their Pixie kin, Sprites are fearsome warriors and adept poison crafters willing to lay down their lives to protect their glade.  Should an intruder enter into their territory, the Sprites will take to the trees and bushes causing all manner of racket in an attempt to scare off the intruder without conflict.  If the intruder remains, they will dart out and surround the invader, filling it with poison tipped arrows.  The poison is not deadly, rather, it renders the victim unconscious so the Sprites may flee to a safer location within the forest.

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Closer to the Heart. While Sprites make fearsome warriors, they are not without reason in analyzing their enemies.  Upon rendering a creature unconscious, the Sprite can touch the creature and learn the true nature of the creature’s heart, be they good or evil, by “seeing” their heart.  As the heart never lies, the Sprite can make keen judgements about the creature’s intentions and determine if they are truly a threat using this “heart sight”.  In some instances, Sprites have been known to ally themselves with good natured creatures, especially if that creature has come to topple an evil-aligned fey creature in their forest home.

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A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

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Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Generic claws attack. Fill in details.

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The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

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\n

Author’s Note:  Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

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The swarm of bats flaps around you maddeningly, surrounding you with thousands of tiny fanged bites.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can't use its blindsight while @JournalEntry[Deafened].

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\n

Author’s Note:  Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

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The swarm of bats flaps around you maddeningly, surrounding you with thousands of tiny fanged bites.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

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The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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The swarm can't use its blindsight while @JournalEntry[Deafened].

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\n

Author’s Note:  Please see below the entry for “Rat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such an impact upon humanoid life as does the rat.  Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to.  These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves.  Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door.  Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures.  Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals.  A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself.  Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur.  Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth.  Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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The rats pile around and over their victim feasting on a banquet of flesh.

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\n

Author’s Note:  Please see below the entry for “Rat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such an impact upon humanoid life as does the rat.  Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to.  These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves.  Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door.  Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures.  Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals.  A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself.  Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur.  Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth.  Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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The rats pile around and over their victim feasting on a banquet of flesh.

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\n

Author’s Note:  Please see below the entry for “Raven” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight.  The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects.  However, something truly special lurks behind the dark abyss of this bird’s eyes.  Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry.  Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly.  From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom.  Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless!  You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku.  Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them.  Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

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The ravens snap at you from all directions.

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\n

Author’s Note:  Please see below the entry for “Raven” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight.  The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects.  However, something truly special lurks behind the dark abyss of this bird’s eyes.  Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.

\n

Musings and Mimicry.  Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly.  From noises of forest animals to the precise timbre of their master’s call, ravens are among the most seamless mimics to be found in the animal kingdom.  Truly adventurer, the possibilities to employ the raven’s mimicry are nearly limitless!  You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku.  Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them.  Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

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The ravens snap at you from all directions.

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Lurking within abandoned mines and moist caverns rests the humanoid-sized mushroom dubbed the Violet Fungus.  Named for its vibrant purple cap, the violet fungus loses all semblance to an average mushroom there.  Standing tall upon a thick white trunk, the violet fungus creeps across cavern floors at a laborious pace utilizing tiny cillia-like tendrils at its base.  Keeping this snail’s pace, the violet fungus roams the depths for its preferred sustenance: rotting flesh.  Should a living morsel wander precariously close to the fungus, the violet fungus will lash out with one of four long feeler tentacles rooted deep inside its purple cap.  These feelers contain special enzymes which, upon contact with living flesh, rots the organic material instantly.  Should a creature fall victim to the fungus, it will be consumed along with the other detritus littering the cavern floor.  Violet fungi themselves have a special relationship with the death they consume.  A violet fungus that is destroyed will regrow within two weeks from the remains of its former body should the remains not be fully burned.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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The fungus lunges out with its decaying branch.

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Lurking within abandoned mines and moist caverns rests the humanoid-sized mushroom dubbed the Violet Fungus.  Named for its vibrant purple cap, the violet fungus loses all semblance to an average mushroom there.  Standing tall upon a thick white trunk, the violet fungus creeps across cavern floors at a laborious pace utilizing tiny cillia-like tendrils at its base.  Keeping this snail’s pace, the violet fungus roams the depths for its preferred sustenance: rotting flesh.  Should a living morsel wander precariously close to the fungus, the violet fungus will lash out with one of four long feeler tentacles rooted deep inside its purple cap.  These feelers contain special enzymes which, upon contact with living flesh, rots the organic material instantly.  Should a creature fall victim to the fungus, it will be consumed along with the other detritus littering the cavern floor.  Violet fungi themselves have a special relationship with the death they consume.  A violet fungus that is destroyed will regrow within two weeks from the remains of its former body should the remains not be fully burned.

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While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

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The fungus lunges out with its decaying branch.

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Wolves are the largest of the wild dog species roaming the plains and forests of our wonderful world.  Anywhere from light brown to a midnight black in coloration, wolves stand as the common ancestor to all natural dog species currently inhabiting the planet.  Wolves have a long, broad muzzle filled with sharp teeth, a thick coat to insulate them from difficult winters, and keen eyes and ears with which they may track a target.  The most amazing aspect of the wolf is its incredible nose which can smell prey from up to one and a half miles away.  This amazing nose (packed with hundreds of millions of scent receptors) can also determine the mood of other wolves, what they’ve eaten, and even where they’ve been..

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The Wolves Among Us. As is common with many other dog species, wolves live in communities called packs.  WIthin the pack, wolves hunt together, raise their young together, and provide group protection.  When encountering wolves, be wary should you only spy a single animal prowling the area.  It’s quite likely where there is a straggler wolf, the rest of the pack lurks nearby ready to defend their family from attack.  Wolves, which unable to speak, are able to “communicate” via barks and growls as well as follow simplistic tactics such as flanking maneuvers or surprise attacks.  The strength of the pack allows for the wolves to combine their intelligence and form a deadly fighting force of gnashing teeth.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The wolf strikes with its fangs.

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If the bite hits and the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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Wolves are the largest of the wild dog species roaming the plains and forests of our wonderful world.  Anywhere from light brown to a midnight black in coloration, wolves stand as the common ancestor to all natural dog species currently inhabiting the planet.  Wolves have a long, broad muzzle filled with sharp teeth, a thick coat to insulate them from difficult winters, and keen eyes and ears with which they may track a target.  The most amazing aspect of the wolf is its incredible nose which can smell prey from up to one and a half miles away.  This amazing nose (packed with hundreds of millions of scent receptors) can also determine the mood of other wolves, what they’ve eaten, and even where they’ve been..

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The Wolves Among Us. As is common with many other dog species, wolves live in communities called packs.  WIthin the pack, wolves hunt together, raise their young together, and provide group protection.  When encountering wolves, be wary should you only spy a single animal prowling the area.  It’s quite likely where there is a straggler wolf, the rest of the pack lurks nearby ready to defend their family from attack.  Wolves, which unable to speak, are able to “communicate” via barks and growls as well as follow simplistic tactics such as flanking maneuvers or surprise attacks.  The strength of the pack allows for the wolves to combine their intelligence and form a deadly fighting force of gnashing teeth.

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The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't JournalEntry[Incapacitated].

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The wolf strikes with its fangs.

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If the bite hits and the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked JournalEntry[Prone].

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When the magic of necromancy is utilized upon the preserved flesh of a humanoid, a zombie will rise to serve its dark master.  In much the same way that an animated skeleton is returned from the dead so too are zombies shunted back into this world.  While a skilled spellcaster may animate the dead and command the newly awakened, zombies may also rise in areas of the world saturated with necromantic energy.  In this situation, the zombies will not obey the command of a master, but roam aimlessly in a small area until they either find something to attack and consume or rot away into a pile of inanimate bones.  

\n

Re: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance.  Zombies will still show the wounds or disease scars which slew them upon reanimating.  The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens.  While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger.  Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders.  This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need.  Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety.  It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies.  Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle.  Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands.  The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers!  Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.

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The Zombie swings its decomposing fists towards you!

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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When the magic of necromancy is utilized upon the preserved flesh of a humanoid, a zombie will rise to serve its dark master.  In much the same way that an animated skeleton is returned from the dead so too are zombies shunted back into this world.  While a skilled spellcaster may animate the dead and command the newly awakened, zombies may also rise in areas of the world saturated with necromantic energy.  In this situation, the zombies will not obey the command of a master, but roam aimlessly in a small area until they either find something to attack and consume or rot away into a pile of inanimate bones.  

\n

Re: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance.  Zombies will still show the wounds or disease scars which slew them upon reanimating.  The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens.  While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger.  Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders.  This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need.  Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety.  It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies.  Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle.  Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands.  The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers!  Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.

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The Zombie swings its decomposing fists towards you!

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

","chat":"","unidentified":""},"source":null,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":"","units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":"","max":"","per":null,"type":""},"ability":"","actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"value":""},"featType":"Passive","requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true}}}]} diff --git a/templates/actors/parts/actor-features.html b/templates/actors/parts/actor-features.html index 58a8462de8..f3544ba957 100644 --- a/templates/actors/parts/actor-features.html +++ b/templates/actors/parts/actor-features.html @@ -40,7 +40,7 @@

{{item.name}}

{{item.data.uses.value}} / {{item.data.uses.max}} {{else if item.data.recharge.value}} {{#if item.isOnCooldown}} - {{../../labels.recharge}} + {{item.labels.recharge}} {{else}} {{localize "DND5E.Charged"}} {{/if}} @@ -48,7 +48,7 @@

{{item.name}}

{{#if item.data.activation.type }} - {{../../labels.activation}} + {{item.labels.activation}} {{/if}}
diff --git a/templates/actors/parts/actor-inventory.html b/templates/actors/parts/actor-inventory.html index 149eb99415..21c6a6fbae 100644 --- a/templates/actors/parts/actor-inventory.html +++ b/templates/actors/parts/actor-inventory.html @@ -78,7 +78,7 @@

{{#if item.data.activation.type }} - {{labels.activation}} + {{item.labels.activation}} {{/if}}
diff --git a/tokens/beast/ConstrictorSnake.png b/tokens/beast/ConstrictorSnake.png new file mode 100644 index 0000000000..51757e1471 Binary files /dev/null and b/tokens/beast/ConstrictorSnake.png differ diff --git a/tokens/beast/DraftHorse.png b/tokens/beast/DraftHorse.png new file mode 100644 index 0000000000..2bab7862ea Binary files /dev/null and b/tokens/beast/DraftHorse.png differ diff --git a/tokens/beast/Elk.png b/tokens/beast/Elk.png new file mode 100644 index 0000000000..e618c07bdf Binary files /dev/null and b/tokens/beast/Elk.png differ diff --git a/tokens/beast/GiantConstrictorSnake.png b/tokens/beast/GiantConstrictorSnake.png new file mode 100644 index 0000000000..adef2b2af3 Binary files /dev/null and b/tokens/beast/GiantConstrictorSnake.png differ diff --git a/tokens/beast/GiantCoralSnake.png b/tokens/beast/GiantCoralSnake.png new file mode 100644 index 0000000000..e3f1833b6f Binary files /dev/null and b/tokens/beast/GiantCoralSnake.png differ diff --git a/tokens/beast/GiantElk.png b/tokens/beast/GiantElk.png new file mode 100644 index 0000000000..139f8a41d8 Binary files /dev/null and b/tokens/beast/GiantElk.png differ diff --git a/tokens/beast/GiantWolfSpider.png b/tokens/beast/GiantWolfSpider.png new file mode 100644 index 0000000000..8c2da8e2d9 Binary files /dev/null and b/tokens/beast/GiantWolfSpider.png differ diff --git a/tokens/beast/RidingHorse.png b/tokens/beast/RidingHorse.png new file mode 100644 index 0000000000..c3555c57be Binary files /dev/null and b/tokens/beast/RidingHorse.png differ diff --git a/tokens/dragon/Pseudodragon.png b/tokens/dragon/Pseudodragon.png new file mode 100644 index 0000000000..2f0594061a Binary files /dev/null and b/tokens/dragon/Pseudodragon.png differ diff --git a/tokens/fiend/Dretch.png b/tokens/fiend/Dretch.png new file mode 100644 index 0000000000..aff3f1918d Binary files /dev/null and b/tokens/fiend/Dretch.png differ diff --git a/tokens/humanoid/Acolyte.png b/tokens/humanoid/Acolyte.png new file mode 100644 index 0000000000..47953ef348 Binary files /dev/null and b/tokens/humanoid/Acolyte.png differ diff --git a/tokens/undead/Demilich.png b/tokens/undead/Demilich.png new file mode 100644 index 0000000000..0d65b79d42 Binary files /dev/null and b/tokens/undead/Demilich.png differ diff --git a/tokens/undead/Flameskull.png b/tokens/undead/Flameskull.png new file mode 100644 index 0000000000..65e0abfac7 Binary files /dev/null and b/tokens/undead/Flameskull.png differ