diff --git a/creature/Dungeon Dad; Dungeon Dad Statblocks.json b/creature/Dungeon Dad; Dungeon Dad Statblocks.json index a1003d1e0b..b61d8f6c1d 100644 --- a/creature/Dungeon Dad; Dungeon Dad Statblocks.json +++ b/creature/Dungeon Dad; Dungeon Dad Statblocks.json @@ -13,12 +13,11 @@ "Genocide-Games", "Cadowtin" ], - "version": "0.4.1" + "version": "0.5.0" } ], "dateAdded": 1669666516, - "dateLastModified": 1693666789, - "_dateLastModifiedHash": "3a86c8bf4b" + "dateLastModified": 1694894447 }, "monster": [ { @@ -59,8 +58,8 @@ "fluff": { "entries": [ "Star Seekers. Moon giants dwell in rocky badlands and other scarred, deserted places. Some say there are even moon giant populations that live on the various moons of the multiverse. Whether this is true or not, it seems likely as even the giants themselves claim to have once come from the moon. They revere the moon, stars, and comets, often seeking wisdom in the movement of these celestial bodies. Their entire culture is built atop the knowledge and whispered secrets they have glimpsed in the great beyond.", - "Bad Moon Rising. Though they are normally placid scholars, more likely to enter a lively philosophical debate with other creatures than a brawl, moon giants can become violent when disturbed or when under the influence of a bad moon. There is something truly powerful about their connection to the moon and its cycles, and much is still unknown about how these complex systems directly affect the giants attuned with them. ", - "Great Dreamers. Part of the moon giant way of life involves the undertaking of spiritual journeys while in the realm of dreamspace. They often use magic to induce sleep in themselves for long periods of time, during which they are able to travel to the plane of dreams and explore many strange places. These journeys are usually aided by clerics of the moon giant faith, and in some cases can last decades. ", + "Bad Moon Rising. Though they are normally placid scholars, more likely to enter a lively philosophical debate with other creatures than a brawl, moon giants can become violent when disturbed or when under the influence of a bad moon. There is something truly powerful about their connection to the moon and its cycles, and much is still unknown about how these complex systems directly affect the giants attuned with them.", + "Great Dreamers. Part of the moon giant way of life involves the undertaking of spiritual journeys while in the realm of dreamspace. They often use magic to induce sleep in themselves for long periods of time, during which they are able to travel to the plane of dreams and explore many strange places. These journeys are usually aided by clerics of the moon giant faith, and in some cases can last decades.", "Cosmic Nature. Moon giants don't need to breathe." ], "images": [ @@ -200,13 +199,6 @@ ], "damageTagsSpell": [ "Y" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" ] }, { @@ -389,17 +381,17 @@ "fluff": { "entries": [ "The gray philosopher appears as a seated, smoke-colored,", - "insubstantial figures swathed in robes. It always seems ", - "deep in thought. Flying through the air surrounding the ", - "philosopher are a number of tiny, luminous, wispy ", - "creatures known as malices. They have vaguely human ", - "faces, gaping maws, and spindly, clawed hands. These ", - "vindictive creatures are actually the philosopher's evil ", + "insubstantial figures swathed in robes. It always seems", + "deep in thought. Flying through the air surrounding the", + "philosopher are a number of tiny, luminous, wispy", + "creatures known as malices. They have vaguely human", + "faces, gaping maws, and spindly, clawed hands. These", + "vindictive creatures are actually the philosopher's evil", "thoughts given substance.", "A gray philosopher is the undead", "spirit of an evil cleric who died with some important", - "philosophical deliberation yet unresolved in their mind. ", - "In its undead state, this creature does nothing but ponder ", + "philosophical deliberation yet unresolved in their mind.", + "In its undead state, this creature does nothing but ponder", "these weighty matters." ], "images": [ @@ -489,9 +481,6 @@ "poisoned", "prone", "restrained" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -595,7 +584,7 @@ { "name": "Thoughtbound", "entries": [ - "The malice can not move more than 100 feet from the {@creature Gray Philosopher|dungeondadstatblocks} that created it. If forcibly moved outside this area, it will use its action to dash back within the area as fast as possible. If the philosopher that created it is destroyed, the malice is also destroyed. " + "The malice can not move more than 100 feet from the {@creature Gray Philosopher|dungeondadstatblocks} that created it. If forcibly moved outside this area, it will use its action to dash back within the area as fast as possible. If the philosopher that created it is destroyed, the malice is also destroyed." ] } ], @@ -647,8 +636,8 @@ "cr": "12", "fluff": { "entries": [ - "The Burning Swarm. Individually, the elemental creatures that make up a cinder swarm are no more significant than a fleck of hot ash you might see snap out of a campfire. Collectively, these tiny beings gather intro towering infernos bent on incinerating anything and everything around them. While the beings that make up a cinder swarm are somewhat intelligent, the swarm moves on primarily on instinct. Like a shiver of sharks following the scent of fresh blood, a cinder swarm is easily whipped into a frenzy by the idea of setting fire to their surroundings. ", - "Pyromaniacal. Nothing excites the individuals of a cinder swarm quite like burning something, or someone, into ash. This makes cinder swarms especially dangerous and hostile to non-elemental beings who seek to communicate with them for one reason or another. Crafty pyromancers who command fire magic have, on occasion, been able to convince swarms of cinder elementals to aid them in their schemes by promising the swarm access to the material plane where there is plenty of flammable material. ", + "The Burning Swarm. Individually, the elemental creatures that make up a cinder swarm are no more significant than a fleck of hot ash you might see snap out of a campfire. Collectively, these tiny beings gather intro towering infernos bent on incinerating anything and everything around them. While the beings that make up a cinder swarm are somewhat intelligent, the swarm moves on primarily on instinct. Like a shiver of sharks following the scent of fresh blood, a cinder swarm is easily whipped into a frenzy by the idea of setting fire to their surroundings.", + "Pyromaniacal. Nothing excites the individuals of a cinder swarm quite like burning something, or someone, into ash. This makes cinder swarms especially dangerous and hostile to non-elemental beings who seek to communicate with them for one reason or another. Crafty pyromancers who command fire magic have, on occasion, been able to convince swarms of cinder elementals to aid them in their schemes by promising the swarm access to the material plane where there is plenty of flammable material.", "Trinket Prisons. In many places throughout the multiverse, particularly in the astral sea, cinder elementals are used on an individual basis as a light source. Like an exceptionally brilliant firefly trapped inside a glass bottle, a lone cinder elemental can provide light, pet-like companionship, and even rudimentary knowledge of the Fire Plane. Cinder elementals loathe imprisonment as it prevents them from setting fire to anything, however, if given scraps of parchment, dried leaves, or small twigs to burn, they can be domesticated." ], "images": [ @@ -796,10 +785,10 @@ "fluff": { "entries": [ "PLUSH GOLEM", - "Plush golems are constructs crafted to look like large stuffed animals. They can take a wide variety of shapes and come in many different colors, however, one thing always remains true. If anyone should threaten their owner, there will be hell to pay. ", - "The Gift That Keeps Giving. Plush golems are every parent's worst nightmare. They are typically given as gifts to young children, usually by obnoxious aunts or uncles. Plush golems seem like ordinary stuffed animals at first to most, but eventually reveal their animated state of being to the children who own them. As most children tend to treat their toy animals more like live creatures than playthings, it can become extremel;y frustrating for some parents as the child insists that the toy be allowed to eat at the dinner table, go along on outings, and take part in other family activities.", + "Plush golems are constructs crafted to look like large stuffed animals. They can take a wide variety of shapes and come in many different colors, however, one thing always remains true. If anyone should threaten their owner, there will be hell to pay.", + "The Gift That Keeps Giving. Plush golems are every parent's worst nightmare. They are typically given as gifts to young children, usually by obnoxious aunts or uncles. Plush golems seem like ordinary stuffed animals at first to most, but eventually reveal their animated state of being to the children who own them. As most children tend to treat their toy animals more like live creatures than playthings, it can become extremely frustrating for some parents as the child insists that the toy be allowed to eat at the dinner table, go along on outings, and take part in other family activities.", "Artisanal Playthings. Plush golems are finely crafted stuffed animals and may be formed from velvet, cotton, or wool. They are usually stuffed with cotton batting, but are sometimes partly filled with dried beans. They may be created in realistic colors to represent a real bear, panda, lion, or tiger, or they may be fabricated into fantastic creatures such as pink elephants, purple rabbits, or lime green monkeys.", - "Fierce Guardians. While they are built to be soft and friendly, if the owner of a plush golem is ever threatened, the creature will spring into action and fight mercilessly to defend its master. Plush golems are often an unforeseen line of defense against would-be burglars, kidnappers, or other criminals. This makes them an ideal companion for children born into noble houses as they provide more protection than a mere body guard, and are often underestimated as simple toys." + "Fierce Guardians. While they are built to be soft and friendly, if the owner of a plush golem is ever threatened, the creature will spring into action and fight mercilessly to defend its master. Plush golems are often an unforeseen line of defense against would-be burglars, kidnappers, or other criminals. This makes them an ideal companion for children born into noble houses as they provide more protection than a mere bodyguard, and are often underestimated as simple toys." ], "images": [ { @@ -831,7 +820,8 @@ "piercing", "slashing" ], - "note": "from nonmagical attacks not made with adamantine weapons" + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true } ], "immune": [ @@ -846,7 +836,6 @@ "The golem's innate spellcasting ability is Charisma (spell save {@dc 14}, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" ], "will": [ - "{@spell enlarge/reduce} (self only, can reduce it's size to tiny)", "{@spell feather fall}", "{@spell light}" ], @@ -910,9 +899,21 @@ ] } ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" + "variant": [ + { + "name": "Shrink Down", + "entries": [ + "Some plush golems are made with the ability to shrink their size down to become even more inconspicuous. These plush golems get the following action.", + { + "name": "Shrink Down", + "type": "entries", + "entries": [ + "The plush golem reduces its size by one (halving its size in all dimensions and reducing its weight to one-eighth of normal), two (quartering its size in all dimensions and reducing its weight to one-sixteenth of normal), or three size categories (reducing its size in all dimensions to one-sixteenth of normal and reducing its weight to one-sixty-fourth of normal). While it has it's size decreased this way, it has also has disadvantage on Strength checks and Strength saving throws and it's damage is reduced by {@dice 1d4} for each size category smaller then large (up to {@dice 3d4}, and this can't reduce the damage below 1). It can return to its original size of large by using a bonus action." + ] + } + ], + "type": "variant" + } ] }, { @@ -953,9 +954,9 @@ "entries": [ "RAGGAMOFFYN", "Raggamoffyns are mysterious constructs composed of animated scraps and bits of cloth, metal, or other refuse from civilized societies, particularly those where magic is common. Raggamoffyns tend to cluster together, operating as much in secret as possible, taking control of selected hosts to further their agendas", - "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet. ", - "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels. ", - "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure. ", + "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet.", + "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels.", + "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure.", "Mysterious Goals. Since they are not capable of speech and seem only interested in organizing secretly, nobody really knows the true goal of most raggamoffyn societies, or if they even consider themselves as part of a society for that matter. The observed goals of most raggamoffyns seems to be creating more of their kind. By dominating a host body, they are then able to access and destroy magical items while collecting their scraps in order to bring about the creation of more raggamoffyns. Whether this is merely done out of a desire to propagate their kind, or if there is some larger scheme at work, nobody knows." ], "images": [ @@ -1073,9 +1074,9 @@ "entries": [ "RAGGAMOFFYN", "Raggamoffyns are mysterious constructs composed of animated scraps and bits of cloth, metal, or other refuse from civilized societies, particularly those where magic is common. Raggamoffyns tend to cluster together, operating as much in secret as possible, taking control of selected hosts to further their agendas", - "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet. ", - "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels. ", - "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure. ", + "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet.", + "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels.", + "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure.", "Mysterious Goals. Since they are not capable of speech and seem only interested in organizing secretly, nobody really knows the true goal of most raggamoffyn societies, or if they even consider themselves as part of a society for that matter. The observed goals of most raggamoffyns seems to be creating more of their kind. By dominating a host body, they are then able to access and destroy magical items while collecting their scraps in order to bring about the creation of more raggamoffyns. Whether this is merely done out of a desire to propagate their kind, or if there is some larger scheme at work, nobody knows." ], "images": [ @@ -1153,17 +1154,14 @@ { "name": "Cloud of Steel {@recharge 6}", "entries": [ - "The shrapnyl explodes into a cloud of flying, sharp debris. Every creature within 10 feet takes 27 ({@damage 5d10}) piercing damage, or half as much on a successful {@dc 14} Dexterity saving throw. This attack instantly frees a creature {@condition grappled} by the shrapnyl and that creature takes no damage from this attack. " + "The shrapnyl explodes into a cloud of flying, sharp debris. Every creature within 10 feet takes 27 ({@damage 5d10}) piercing damage, or half as much on a successful {@dc 14} Dexterity saving throw. This attack instantly frees a creature {@condition grappled} by the shrapnyl and that creature takes no damage from this attack." ] } ], "miscTags": [ "MW" ], - "tokenUrl": "https://i.imgur.com/1MKy1X7.png", - "savingThrowForced": [ - "dexterity" - ] + "tokenUrl": "https://i.imgur.com/1MKy1X7.png" }, { "name": "Yellow Dragon Wyrmling", @@ -1205,9 +1203,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -1286,9 +1284,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -1363,7 +1358,7 @@ { "name": "Abyssal Lash", "entries": [ - "Any fiend within 5 ft. of the dragon can use its action to jab a painful spike into the dragon causing 5 ({@damage 1d10}) damage and allowing the dragon to use its reaction to make a melee attack. " + "Any fiend within 5 ft. of the dragon can use its action to jab a painful spike into the dragon causing 5 ({@damage 1d10}) damage and allowing the dragon to use its reaction to make a melee attack." ] } ], @@ -1421,7 +1416,7 @@ { "name": "Pain Frenzy (Costs 3 Actions)", "entries": [ - "All creatures within 10 ft. of the dragon take 28 ({@damage 4d10 + 6}) slashing damage, or half as much on a successful {@dc 15} Dexterity saving throw. " + "All creatures within 10 ft. of the dragon take 28 ({@damage 4d10 + 6}) slashing damage, or half as much on a successful {@dc 15} Dexterity saving throw." ] } ], @@ -1583,14 +1578,6 @@ }, "alias": [ "White Dragon" - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" - ], - "savingThrowForcedLegendary": [ - "constitution" ] }, { @@ -1633,9 +1620,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -1729,9 +1716,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -1774,9 +1758,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -1904,7 +1888,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -1919,10 +1903,6 @@ "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 12 ({@damage 2d6 + 5}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -1965,9 +1945,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -2095,7 +2075,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -2110,10 +2090,6 @@ "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 24} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -2155,8 +2131,8 @@ "NIGHT TWIST", "This large, black, leafless tree is characterised by unnatural and unsettling shapes.", "It radiates gloomy twilight, nightmares, and sorrow.", - "The Mournful Voice. Long before luckless travellers in more remote and foreboding marshes see the harrowing sight of a lone night twist, they hear its haunting and melancholic song. The ghostly moaning of its song seems slightly different to each individual that hears it. To some, the song sounds like a chorus of weeping souls. To others, it is more akin to a cold wind blowing over a desolate graveyard. In every case, however, the song takes the form of something the listener finds sorrowful and unpleasant. A dirge of death and despair meant to lead them to their end. ", - "Marsh Menace. Night twists subsist in the most inhospitable marshes, feeding on the rotting carcasses of creatures and travellers attracted by its despair song. A typical night twist stands 15-feet tall and weighs 600 pounds. ", + "The Mournful Voice. Long before luckless travellers in more remote and foreboding marshes see the harrowing sight of a lone night twist, they hear its haunting and melancholic song. The ghostly moaning of its song seems slightly different to each individual that hears it. To some, the song sounds like a chorus of weeping souls. To others, it is more akin to a cold wind blowing over a desolate graveyard. In every case, however, the song takes the form of something the listener finds sorrowful and unpleasant. A dirge of death and despair meant to lead them to their end.", + "Marsh Menace. Night twists subsist in the most inhospitable marshes, feeding on the rotting carcasses of creatures and travellers attracted by its despair song. A typical night twist stands 15-feet tall and weighs 600 pounds.", "The Hags Garden. The night twist is a foul curse made manifest. They lure in wayward souls with the hope of killing and devouring them. In some cases, night hags have been known to cultivate night twists for the purpose of drawing in victims for their foul schemes." ], "images": [ @@ -2261,7 +2237,7 @@ { "name": "Multiattack", "entries": [ - "The night twist makes two slam attacks and may then cast gust of wind. " + "The night twist makes two slam attacks and may then cast gust of wind." ] }, { @@ -2277,14 +2253,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "strength", - "wisdom" ] }, { @@ -2348,7 +2316,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -2417,7 +2385,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -2460,7 +2428,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or take 3 ({@dice 1d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest. " + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or take 3 ({@dice 1d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest." ] }, { @@ -2479,14 +2447,14 @@ "actionTags": [ "Multiattack" ], + "miscTags": [ + "MW" + ], "damageTags": [ "B", "P", "S" ], - "miscTags": [ - "MW" - ], "savingThrowForced": [ "constitution" ] @@ -2552,7 +2520,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -2621,7 +2589,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -2683,11 +2651,6 @@ "actionTags": [ "Multiattack" ], - "damageTags": [ - "A", - "P", - "S" - ], "miscTags": [ "MW" ], @@ -2738,7 +2701,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -2747,6 +2710,11 @@ "grappled", "restrained" ], + "damageTags": [ + "A", + "P", + "S" + ], "savingThrowForced": [ "constitution", "dexterity" @@ -2813,7 +2781,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -2882,7 +2850,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -2938,12 +2906,6 @@ "actionTags": [ "Multiattack" ], - "damageTags": [ - "A", - "I", - "P", - "S" - ], "miscTags": [ "MW" ], @@ -2981,7 +2943,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -2995,7 +2957,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3004,6 +2966,12 @@ "grappled", "restrained" ], + "damageTags": [ + "A", + "I", + "P", + "S" + ], "savingThrowForced": [ "constitution", "dexterity" @@ -3070,7 +3038,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -3139,7 +3107,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -3195,11 +3163,6 @@ "actionTags": [ "Multiattack" ], - "damageTags": [ - "A", - "P", - "S" - ], "variant": [ { "name": "Acid Spitter", @@ -3234,7 +3197,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -3248,7 +3211,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3272,6 +3235,11 @@ "miscTags": [ "MW" ], + "damageTags": [ + "A", + "P", + "S" + ], "savingThrowForced": [ "constitution", "dexterity", @@ -3339,7 +3307,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -3446,7 +3414,7 @@ { "name": "Multiattack", "entries": [ - "The kython makes two attacks, one with its bite, and one with its tail. It then uses its constrict attack if it has a creature {@condition grappled}. " + "The kython makes two attacks, one with its bite, and one with its tail. It then uses its constrict attack if it has a creature {@condition grappled}." ] }, { @@ -3511,7 +3479,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -3525,7 +3493,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3538,23 +3506,19 @@ { "name": "Disruption Field", "entries": [ - "The slaymaster reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action. " + "The slaymaster reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action." ] }, { "name": "Enhanced Defense", "entries": [ - "The slaymaster reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action. " + "The slaymaster reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action." ] } ], "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution", - "dexterity" ] }, { @@ -3618,7 +3582,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -3725,13 +3689,13 @@ { "name": "Multiattack", "entries": [ - "The kython makes three attacks, one with its bite, and two with its claws. It can then use its poison spray if available. " + "The kython makes three attacks, one with its bite, and two with its claws. It can then use its poison spray if available." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage. The target must succeed on a {@dc 17} Constitution saving throw or take 14 ({@dice 4d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest. " + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage. The target must succeed on a {@dc 17} Constitution saving throw or take 14 ({@dice 4d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest." ] }, { @@ -3790,7 +3754,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d6 + 8}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -3804,7 +3768,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3817,13 +3781,13 @@ { "name": "Disruption Field", "entries": [ - "The slaughterking reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action. " + "The slaughterking reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action." ] }, { "name": "Enhanced Defense", "entries": [ - "The slaughterking reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action. " + "The slaughterking reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action." ] } ], @@ -3831,10 +3795,6 @@ "MW", "RW", "HPR" - ], - "savingThrowForced": [ - "constitution", - "dexterity" ] }, { @@ -3874,10 +3834,10 @@ "fluff": { "entries": [ "LIVING WALL", - "This stone wall appears normal, but moans of pain, horror, and sorrow emanate from it. Although the wall is still, there is a sense of chaotic motion within it. ", - "Tortured Souls. Living walls appear to be normal walls of stone at first glance, however, beyond the illusion that falsifies their appearance they are truly horrid. Each wall is made up of no less than three creatures who have all been melded into the wall. Once a creature is melded into the living wall it dies, but its soul is trapped within the wall until it is destroyed. The souls trapped within the wall are in constant agony and quickly go mad as a result. Anyone who gets close to the wall is likely to hear the voices of those trapped inside crying out for help. This often ends in tragedy as once any living creature gets close to the wall the desperate creatures may reach out and grab them in an attempt to escape, which ultimately ends up pulling the individual into the wall, thus condemning them to the same fate. ", - "Vile Blockade. The souls trapped within a living wall may not be evil, but they typically lose much of themselves and act out of panic and self preservation. A living wall typically will not attack anyone unprovoked, however, if the wall is attacked it will respond in kind to prevent itself from being destroyed. This makes the wall an excellent tool for sealing off areas that its creator wants to keep secret. ", - "Vengeance. The one thing all souls trapped within a living wall have in common is a hatred for their creator. If the person responsible for the living wall's creation is ever near, the wall will always prioritise killing them, incorporating them into the wall, and then expelling the remains of all other creatures trapped inside, thus allowing them to find peace in death. The creator is sealed permanently within the stone where they will remain trapped forever or until they are freed. ", + "This stone wall appears normal, but moans of pain, horror, and sorrow emanate from it. Although the wall is still, there is a sense of chaotic motion within it.", + "Tortured Souls. Living walls appear to be normal walls of stone at first glance, however, beyond the illusion that falsifies their appearance they are truly horrid. Each wall is made up of no less than three creatures who have all been melded into the wall. Once a creature is melded into the living wall it dies, but its soul is trapped within the wall until it is destroyed. The souls trapped within the wall are in constant agony and quickly go mad as a result. Anyone who gets close to the wall is likely to hear the voices of those trapped inside crying out for help. This often ends in tragedy as once any living creature gets close to the wall the desperate creatures may reach out and grab them in an attempt to escape, which ultimately ends up pulling the individual into the wall, thus condemning them to the same fate.", + "Vile Blockade. The souls trapped within a living wall may not be evil, but they typically lose much of themselves and act out of panic and self preservation. A living wall typically will not attack anyone unprovoked, however, if the wall is attacked it will respond in kind to prevent itself from being destroyed. This makes the wall an excellent tool for sealing off areas that its creator wants to keep secret.", + "Vengeance. The one thing all souls trapped within a living wall have in common is a hatred for their creator. If the person responsible for the living wall's creation is ever near, the wall will always prioritise killing them, incorporating them into the wall, and then expelling the remains of all other creatures trapped inside, thus allowing them to find peace in death. The creator is sealed permanently within the stone where they will remain trapped forever or until they are freed.", "Undead Nature. A living wall doesn't require air, food, drink, or sleep." ], "images": [ @@ -4012,9 +3972,6 @@ ], "conditionInflict": [ "grappled" - ], - "savingThrowForcedSpell": [ - "dexterity" ] }, { @@ -4053,28 +4010,10 @@ "fluff": { "entries": [ "CHOCOLATE GOLEM", - "A chocolate golem is a sight never to", - "be forgotten. Stories describe chocolate", - "golems of every size and shape, including", - "giant rabbits, chicks, dragons, reindeer,", - "scarecrows, humans, humanoids, vampires,", - "and other fantastic creatures.", - "Delicious Constructs. Chocolate golems are golems", - "crafted from no less than 500 pounds of chocolate. The", - "body is created in a mould meant to resemble whatever", - "appearance the creator wants to achieve, and granted ", - "\"life\" with magic. ", - "Inconspicuous Protectors. Many wealthy party hosts", - "who are looking for a hidden layer of security at a party ", - "might purchase a chocolate golem or two. They are a fun", - "conversation piece, a show of wealth, a delicious snack, ", - "and if need be a deadly fighting force. ", - "Party Golems. Smaller chocolate golems are sometimes", - "crafted without any offensive capabilities for the express", - "purpose of serving guests at a party, both as potential wait", - "staff and as entertainment when the party-goers get to ", - "smash the construct to reveal whatever treats or trinkets", - "are hidden inside." + "A chocolate golem is a sight never tobe forgotten. Stories describe chocolate golems of every size and shape, including giant rabbits, chicks, dragons, reindeer, scarecrows, humans, humanoids, vampires, and other fantastic creatures.", + "Delicious Constructs. Chocolate golems are golems crafted from no less than 500 pounds of chocolate. The body is created in a mould meant to resemble whatever appearance the creator wants to achieve, and granted \"life\" with magic.", + "Inconspicuous Protectors. Many wealthy party hosts who are looking for a hidden layer of security at a party might purchase a chocolate golem or two. They are a fun conversation piece, a show of wealth, a delicious snack, and if need be a deadly fighting force.", + "Party Golems. Smaller chocolate golems are sometimes crafted without any offensive capabilities for the express purpose of serving guests at a party, both as potential wait staff and as entertainment when the party-goers get to smash the construct to reveal whatever treats or trinkets are hidden inside." ], "images": [ { @@ -4106,7 +4045,8 @@ "piercing", "slashing" ], - "note": "from nonmagical attacks" + "note": "from nonmagical attacks", + "cond": true } ], "immune": [ @@ -4179,7 +4119,7 @@ { "name": "Molten Breath {@recharge 5}", "entries": [ - "The golem exhales molten chocolate in a 10-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save is coated in chocolate, blinded, and restrained until the end of the chocolate golem's next turn. If a creature covered in chocolate takes cold damage before the end of the golem's next turn, the chocolate hardens and that creature is blinded, restrained, and incapacitated until the chocolate coating is destroyed. The chocolate coating has an AC of 10 and 5 hit points." + "The golem exhales molten chocolate in a 10-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save is coated in chocolate, {@condition blinded}, and {@condition restrained} until the end of the chocolate golem's next turn. If a creature covered in chocolate takes cold damage before the end of the golem's next turn, the chocolate hardens and that creature is {@condition blinded}, {@condition restrained}, and {@condition incapacitated} until the chocolate coating is destroyed. The chocolate coating has an AC of 10 and 5 hit points." ] } ], @@ -4188,10 +4128,29 @@ "Multiattack" ], "miscTags": [ - "MW" + "MW", + "AOE" ], - "savingThrowForced": [ - "dexterity" + "conditionInflict": [ + "blinded", + "incapacitated", + "restrained" + ], + "variant": [ + { + "name": "Enchanted Chocolate", + "entries": [ + "Some chocolate golems are built with an enchanting scent meant to make them irresistible. Such golemd gain the following trait.", + { + "name": "Irresistible Scent", + "type": "entries", + "entries": [ + "Anytime a creature who can smell starts their turn within 5 feet of the golem, they must make a {@dc 15} wisdom saving throw or use their action to make a bite attack against the golem. If the creature doesn't have a bite attack, consider this attack to be an unarmed strike." + ] + } + ], + "type": "variant" + } ] }, { @@ -4363,8 +4322,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "spellcasting": [ { @@ -4407,9 +4365,6 @@ ], "alias": [ "Genie" - ], - "savingThrowForcedSpell": [ - "charisma" ] }, { @@ -4581,11 +4536,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/CqhWt2s.png", - "savingThrowForced": [ - "dexterity", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/CqhWt2s.png" }, { "name": "Bagman", @@ -4737,7 +4688,7 @@ "Blackened claws. Gangly arms. A bleak and sinew-laden humanoid shape. The impossibly narrow opening of a small bag stretches wide to reveal a nightmare beyond nightmares. The legs are just as emaciated and overlong as the arms, with hooked toes to match. The head is imperceivable, enshrouded by a tangle of long, thick hair. From within the darkness of where the creature's face should be, two pitons of glowing white light suggest a malicious gaze. The Bagman has arrived.", "{@b {@i Beware the Bagman.}} Some say \"The Bagman\" is merely an urban legend. One version of the story tells of an adventurer who sought to escape certain death by abandoning his companions and hiding inside a bag of holding. Later, when he tried to leave the bag, he became lost amid a constantly increasing number of extra dimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, The Bagman slips out from a random bag of holding. If he doesn't find his home, he drags someone back into the bag with him and leaves behind some trinket from his hidden kingdom of lost junk. Some say that if you speak too loudly over an open bag of holding or whisper \"follow my voice\" into a magical storage space, space three times, The Bagman will come for you. Whether this is the true genesis of the bagman or not, the fact remains that a bagman is a very real threat, and a fate worse than death awaits those dragged into the realm from which they hail.", "{@b {@i \"Men\", Not \"Man\".}} The myth of The Bagman would suggest that there is only one \"Bagman\", however, the reality is much more sinister. When a bagman comes through a bag of holding into the material world, it does so in an attempt to find its way back to wherever it originally came from. When it is unsuccessful in finding its home, the creature always attempts to drag another sentient creature back with it into the bizarre realm it calls home, the \"Space Between Spaces\". If its kidnapping attempt is successful, it will typically abandon the creature before long as it continues its quest to find a way back home. Creatures who don't make it back to the material world will find themselves slowly twisted into a new bagman, destined to the same nightly ritual of obsessively trying to find their way back to where they came from. Why bagmen kidnap creatures is a mystery. Some scholars posit that it is a twisted reflex. That maybe they recognize their own perverse nature and a part of them hopes to be delivered from their predicament by somebody with their mind still intact. Others believe they do so at the behest of a dark entity, an unknown evil that is responsible for the creation of the first bagman who uses them as a means to gather twisted subordinates for some scheme that is yet to be revealed.", - "{@b {@i The Space Between Spaces.}} For ages it was thought that the space inside a bag of holding was a self contained one, completely separate from the rest of the multiverse, but this is not so. All of these spaces are mere fragments of a much larger plane which scholars refer to as the \"Space Between Spaces\". Every extra-dimensional space such as that found within a bag of holding or portable hole connects to an isolated fragment of this bizarre demi-plane, but for the bagmen and other creatures native to the \"Space Between Spaces\", a bag of holding is not an isolated area, but a gateway to and from the material world. It is unclear if the first magic user to create a bag of holding truly knew what they were doing. Did they know they were linking our world with a nearly empty one governed by monsters? Or perhaps they never stopped to think that there might be something lurking on the other side. ", + "{@b {@i The Space Between Spaces.}} For ages it was thought that the space inside a bag of holding was a self contained one, completely separate from the rest of the multiverse, but this is not so. All of these spaces are mere fragments of a much larger plane which scholars refer to as the \"Space Between Spaces\". Every extra-dimensional space such as that found within a bag of holding or portable hole connects to an isolated fragment of this bizarre demi-plane, but for the bagmen and other creatures native to the \"Space Between Spaces\", a bag of holding is not an isolated area, but a gateway to and from the material world. It is unclear if the first magic user to create a bag of holding truly knew what they were doing. Did they know they were linking our world with a nearly empty one governed by monsters? Or perhaps they never stopped to think that there might be something lurking on the other side.", "{@i \"What do you suppose the bagman will do when he finally finds his way back home?\"}", "{@i \"It's possible he already has. I don't imagine he even knows where home is anymore.\"}", "(Note: from cadowtin's Dungeon Dad 5e Monster Statblocks)" @@ -4752,12 +4703,7 @@ } ] }, - "tokenUrl": "https://5etools-mirror-1.github.io/img/VRGR/The%20Bagman.png", - "savingThrowForced": [ - "constitution", - "intelligence", - "wisdom" - ] + "tokenUrl": "https://5etools-mirror-1.github.io/img/VRGR/The%20Bagman.png" }, { "name": "Grisgol", @@ -4800,7 +4746,7 @@ "Heart of Darkness. Nestled inside the construct, among miscellaneous junk, is the original lich's phylactery. Unless one knows what animates a grisgol, the phylactery appears as another piece of spent magic trash tossed loosely and randomly into the insides of the construct.", "Mistaken Identity. From a distance, a grisgol appears to be a mummy, even moving with a similar stiff gait. When it walks, one can hear the tinkling of glass touching glass, the sloshing of half-filled vials and bottles, the squeaking of leather, the rubbing of wood and bone against each other, and, most prominently, the shuffling of paper as if pages of a tome were caught in a slight breeze. Thin tendrils of black smoke escape from cracks in its body. A grisgol leaves a sooty, oily residue upon whatever it touches.", "Lich's Power. A grisgol is in every way a magic construct, possessing all traits native to golems in addition to the abilities of the lich that powers it. A grisgol's damaging and paralysing touch attacks are drawn from the lich's soul within and the construct retains a fraction of the original lich's spell-casting ability. A grisgol only casts the spells scribed by its creator on the scrolls and tome pages that make up its outer skin. Destroying a grisgol does not destroy the lich that powers it. To kill the lich, its phylactery must be destroyed after the grisgol is destroyed. Otherwise, the lich is free to return in a physical form in 1d10 days. The escaped lich retains all the powers and abilities it had previous to its entrapment. The lich seeks vengeance upon whoever possesses its phylactery and the wizard, sorcerer, or cleric who originally entrapped it in the body of a grisgol.", - "Programmed Fighters. A grisgol is tenacious and relentless, following its creator's instructions explicitly without regard to strategy. Therefore, a grisgol's spell usage is often scripted ahead of time by its creator, unless its creator is within 60 feet of the golem and is able to issue commands. ", + "Programmed Fighters. A grisgol is tenacious and relentless, following its creator's instructions explicitly without regard to strategy. Therefore, a grisgol's spell usage is often scripted ahead of time by its creator, unless its creator is within 60 feet of the golem and is able to issue commands.", "Construction. A grisgol's body is a haphazard collection of old magic wands, staffs, potions, miscellaneous items, and, most importantly, scraps of scrolls and magic tomes. This costs approximately 10,000 GP. Assembling the body requires a DC 20 Arcana check and a {@item manual of golems||manual of golem creation}.", "Mercenary Gear. Grisgols are often cobbled together by fledgling magic users that happen upon enough magic infused trash to craft themselves a golem. This means that the end result, a grisgol, is typically sold off as a weapon or tool to those with the need for such things. Because of this, a grisgol might end up with a wide array of different spells, all based on what spell scrolls were available to the creator, but also tailored according to the client's needs. A mercenary band might request a grisgol with healing spells or powerful long range magic. The creation of grisgol's is banned in many kingdoms, as it typically doesn't serve the rulership to have magic items left unaccounted for, especially if those magic items are being used by potential rebels orother groups that pose a threat to the stability of a region." ], @@ -4907,7 +4853,7 @@ { "name": "Maddening Remains", "entries": [ - "When a grisgol is killed, anyone examining the strips of scroll parchment and tome pages that comprise much of the creature's body invokes a curse that renders the reader insane if they fail a {@dc 16} Wisdom saving throw. The victim of this insanity becomes convinced that the thousands of scraps of parchment contain a great and lost arcane secret, and that this secret can be discovered by painstakingly fitting every last piece of parchment back together in the right order. The victim dedicates every waking hour to this massive undertaking, barely leaving time for eating and rest. The victim becomes obsessed, and tries to convince others that they are on the brink of revelation. They may crowd their living quarters with charts, diagrams, and plans extrapolating how the pieces might fit together, constantly rearranging them to fit new theories. The individual affected by the curse will only pursue any course of action if they are convinced it will lead them closer to unlocking the secret of the parchment scraps. ", + "When a grisgol is killed, anyone examining the strips of scroll parchment and tome pages that comprise much of the creature's body invokes a curse that renders the reader insane if they fail a {@dc 16} Wisdom saving throw. The victim of this insanity becomes convinced that the thousands of scraps of parchment contain a great and lost arcane secret, and that this secret can be discovered by painstakingly fitting every last piece of parchment back together in the right order. The victim dedicates every waking hour to this massive undertaking, barely leaving time for eating and rest. The victim becomes obsessed, and tries to convince others that they are on the brink of revelation. They may crowd their living quarters with charts, diagrams, and plans extrapolating how the pieces might fit together, constantly rearranging them to fit new theories. The individual affected by the curse will only pursue any course of action if they are convinced it will lead them closer to unlocking the secret of the parchment scraps.", "The victim takes {@dice 1d8} points of psychic damage when the curse is first activated, and then another {@dice 1d8} points of psychic damage every week the curse remains unlifted. This damage can not be prevented in any way, and the victim's hit point maximum is reduced by the amount of damage taken." ] } @@ -4944,15 +4890,6 @@ ], "conditionInflict": [ "paralyzed" - ], - "savingThrowForced": [ - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -5001,11 +4938,11 @@ "vargouille with those of a hydra. The result was the", "shrieking terror. Created for war and destruction, these", "creatures are commonly used as the first wave of attack", - "by those who command them in the plane of Carceri. ", + "by those who command them in the plane of Carceri.", " Vargouille Spawn. Some vargouilles see the shrieking", "terror as an abomination, and they will swarm to destroy", "them if given the chance. Others see the shrieking terror", - "as a creature to be revered, almost to the point of worship. ", + "as a creature to be revered, almost to the point of worship.", "This division over the nature of the shrieking terror has", "been the cause of many bouts of infighting among vargouille." ], @@ -5088,10 +5025,6 @@ ], "conditionInflict": [ "frightened" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -5134,15 +5067,15 @@ "Wrapped in rags and cloth in much the", "same way typical mummified creatures", "are, this creature also exudes a sickly", - "sweet scent around it at all times. ", + "sweet scent around it at all times.", "Undead Nature. The fermented mummy doesn't need", - "to eat, sleep, drink, or breathe. ", + "to eat, sleep, drink, or breathe.", "Booze Mummies. The fermented mummy is often ", "referred to as the \"booze mummy\" due to the fact that", "their bodies are preserved in alcohol. This has given them", "a reputation for being particularly dangerous as the ", "typical ingredients required to embalm a mummy are ", - "not required for the creation of a fermented mummy. ", + "not required for the creation of a fermented mummy.", "This bizarre creation method has also caused these", "undead to manifest strange abilities. Rather than ", "spreading the horrible affliction known as mummy rot,", @@ -5150,7 +5083,7 @@ "gradually turns their victim's blood into alcohol. This", "causes their foes to get more and more intoxicated ", "over time, ultimately resulting in the death of the", - "afflicted individual. ", + "afflicted individual.", "Cruel Creations. In order to create a fermented mummy, ", "a humanoid creature must be sealed within a large quantity", "of liquor. Wine is most commonly used, however, any ", @@ -5158,7 +5091,7 @@ "turned into a mummy must be living as they are sealed", "in the container. If the individual is not removed from the", "sealed container before they die, typically due to drowning,", - "they will rise a month later as a fermented mummy. ", + "they will rise a month later as a fermented mummy.", "Often these creatures are unwilling participants in their", "own creation, however, on some occasions, cultists or", "other extreme persons might choose to become a ", @@ -5273,10 +5206,6 @@ "frightened", "paralyzed", "poisoned" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -5334,10 +5263,10 @@ "completely break down the body of their target until all ", "that remains is an acidic slime. Then the creature is free", "to lap up the remains with its long tongue and mouth", - "flanges. ", + "flanges.", "Nomadic Creatures. Digesters are almost always on the", "Move. When they do need to stop for rest, it is usually", - "only for a short time until the creature's energy is restored. ", + "only for a short time until the creature's energy is restored.", "They very seldom make dens or nests, instead, taking a", "nomadic approach to life. The only exception to this is", "during mating season where a mated pair of digesters ", @@ -5346,24 +5275,24 @@ "digesters learn the hunting tactics of their parents and", "ultimately how to fend for themselves, for once they are", "mature enough to catch their own food there is no ", - "guarantee the family will remain together. ", + "guarantee the family will remain together.", "Moment of Reprise. On the rare occasion that a ", "digester finds itself completely full, perhaps after a large", "meal, they take this time to truly rest. When the need for", "food is not present, they lay low in temporary lairs and", "do their best to avoid other creatures. Once the need for", "food inevitably returns, the digester will venture back ", - "out into the wilderness on the hunt. ", + "out into the wilderness on the hunt.", "Peculiar Mounts. Digesters typically only grow to a ", "medium size, however, there are tales of some", "enterprising ranchers who have sought to utilize the ", - "creatures stamina, speed, and offensive abilities as mounts. ", + "creatures stamina, speed, and offensive abilities as mounts.", "Through selective breeding and exemplary animal", "husbandry, in some cases the creatures can grow to be", "much larger and thus able to facilitate a rider. Training", "the creatures proves a whole new challenge, but the ", "effort is worth the final result; a loyal mount capable of ", - "spewing acid and leaping great distances at high speeds. ", + "spewing acid and leaping great distances at high speeds.", "For the seller, this of course means a tremendous amount of gold pieces." ], "images": [ @@ -5414,7 +5343,7 @@ { "name": "Acid Spray {@recharge 6}", "entries": [ - "The digester unleashes a torrent of acid in a 30 foot cone which deals 22 ({@damage 5d8}) acid damage to everything in the area, or half as much on a successful {@dc 15} Dexterity saving throw. The digester can also choose to use this ability to target a single creature within 10 feet. If it targets only a single creature, the damage is increased to 40 ({@damage 9d8}) acid damage. " + "The digester unleashes a torrent of acid in a 30 foot cone which deals 22 ({@damage 5d8}) acid damage to everything in the area, or half as much on a successful {@dc 15} Dexterity saving throw. The digester can also choose to use this ability to target a single creature within 10 feet. If it targets only a single creature, the damage is increased to 40 ({@damage 9d8}) acid damage." ] } ], @@ -5423,9 +5352,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -5545,8 +5471,7 @@ "miscTags": [ "MW", "RCH", - "AOE", - "MLW" + "AOE" ], "conditionInflict": [ "prone" @@ -5558,10 +5483,6 @@ "When a creature moves behind the nuckelavee, it may use its reaction to make a hooves attack." ] } - ], - "savingThrowForced": [ - "constitution", - "strength" ] }, { @@ -5602,9 +5523,9 @@ "fluff": { "entries": [ "WORD ARCHON", - "Word archons are seven-foot-tall celestial beings with bronze skin and \"wings\" formed from countless pieces of parchment. They act as guardians of pure concepts such as goodness, virtue, and love. ", + "Word archons are seven-foot-tall celestial beings with bronze skin and \"wings\" formed from countless pieces of parchment. They act as guardians of pure concepts such as goodness, virtue, and love.", "True Orators. Word archons use the power of words", - "to perform onomancy, magic fueled by universal truth. ", + "to perform onomancy, magic fueled by universal truth.", "These celestial beings believe that the magic of true ", "names and concepts is the most pure form of expression", "in the multiverse. To a word archon, words of power are", @@ -5618,7 +5539,7 @@ "defend the definitions of noble concepts from corruption.", "They commonly leave their home on the plane of Celestia", "to enact their will throughout the multiverse, seeking and", - "amending any corruption to universal truth. ", + "amending any corruption to universal truth.", "Lexicons of Truth. Scholars who investigated the", "concept of Truespeech divided it into three \"lexicons\".", "Each lexicon concerned a single group of names the true", @@ -5741,11 +5662,7 @@ "R" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForced": [ - "wisdom" + "MW" ] }, { @@ -5783,10 +5700,10 @@ "cr": "22", "fluff": { "entries": [ - "Howling winds usher a blizzard of impossible force and magnitude. Life crawls to a stand-still as the frigid air and snow freezes everything it envelops. At the center, the xixecal marches on. ", + "Howling winds usher a blizzard of impossible force and magnitude. Life crawls to a stand-still as the frigid air and snow freezes everything it envelops. At the center, the xixecal marches on.", "Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep.", - "Heralds of the Storm. Xixecal are tremendously powerful elemental creatures that rise from the Elemental Plane of Ice. They conjure storms up to ten miles around them that are one part hurricane and another part blizzard. ", - "Dragon's Approach. White dragons are often drawn to the presence of a xixecal. Being immune to the cold and sharing the elementals desire to see everything covered in ice, the dragons will protect the xixecal from anyone or anything that seeks to stop its march of devastation. They will sometimes nest on the xixecal's back or shoulders, forming a sort of symbiotic relationship. There is no safer place for a white dragon than on the back of an elder ice elemental. ", + "Heralds of the Storm. Xixecal are tremendously powerful elemental creatures that rise from the Elemental Plane of Ice. They conjure storms up to ten miles around them that are one part hurricane and another part blizzard.", + "Dragon's Approach. White dragons are often drawn to the presence of a xixecal. Being immune to the cold and sharing the elementals desire to see everything covered in ice, the dragons will protect the xixecal from anyone or anything that seeks to stop its march of devastation. They will sometimes nest on the xixecal's back or shoulders, forming a sort of symbiotic relationship. There is no safer place for a white dragon than on the back of an elder ice elemental.", "Ancient Aspects. The xixecal is an ancient and powerful being, harkening back to a time where the world was nothing more than chaos. These elementals have become so large and so detached from the plights of smaller beings, they are simply driven by instinct to cover the land in ice." ], "images": [ @@ -5836,7 +5753,7 @@ { "name": "Frigid", "entries": [ - "A hit from a xixecal's melee attack induces numbing cold and forces the target to make a {@dc 20} Constitution saving throw. On a failed save, the target's speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.", + "A hit from a xixecal's melee attack induces numbing cold and forces the target to make a {@dc 20} Constitution saving throw. On a failed save, the target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.", "If the creature attempts to cast a spell with a casting time of 1 action, roll a {@dice d20}. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. The creature may attempt another saving throw at the end of each of its turns to end the effect." ] }, @@ -5913,9 +5830,6 @@ "The xixecal casts {@spell wall of ice}." ] } - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -5964,7 +5878,7 @@ "bodies. Each plate is covered in elongated spikes. The", "parts of their body that don't have these plates, typically", "the arms, legs, chest, and face, are covered in thick gray", - "skin. ", + "skin.", "Ruthless Hunters. Braxat consume a diet made up ", "almost entirely of sentient creatures. Due to their innate", "psionic nature, they find sustenance not just in the meat", @@ -5979,7 +5893,7 @@ "certain. Often, they will use their tremendous telepathic", "ability to taunt their foes or give them false hope as the", "hunt continues, only to further wear down and savor the", - "agony of their prey. ", + "agony of their prey.", "Tribal Society. Braxat live in tribes of twenty to eighty", "members. Each tribe is ruled by a single individual who", "may be challenged for the right to rule once each year", @@ -6104,22 +6018,12 @@ "miscTags": [ "MW", "RCH", - "AOE", - "MLW" + "AOE" ], "conditionInflict": [ "stunned" ], - "tokenUrl": "https://i.imgur.com/OoaLHhY.png", - "savingThrowForced": [ - "constitution", - "intelligence", - "strength" - ], - "savingThrowForcedSpell": [ - "intelligence", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/OoaLHhY.png" }, { "name": "Odopi", @@ -6159,9 +6063,9 @@ "fluff": { "entries": [ "Odopi", - "A giant sphere of demonic clawed arms makes up the most dominant set of features on the odopi. The center of its body is hidden by a forest of limbs. Each hand bears a sickly yellow eye in its palm that blinks shut as the behemoth rolls hand over hand in its movement. ", - "Twisted Abominations. Odopis hail from the depths of Carceri, the prison plane of the multiverse. These strange aberrations boil out of planer rifts whenever they get the chance and wreak havoc on any plane they can find access to. Akin to no other beings within the multiverse, odopis are nightmarish monsters from a nightmarish realm. Their bodies are covered in warty, orange-skinned arms which all project from a central body. This body has no other features aside from a toothless mouth that serves as an opening for its massive stomach. Like titanic nine ton tumbleweeds, they roam about the landscape at random, destroying whatever they encounter as they roll ever onward. ", - "Reluctant Servants. Powerful beings can force odopis into service by using violence and threats of violence against the creature. Odopis have a strong sense of independence which causes them to suffer such treatment poorly. They will, however, remain somewhat agreeable to their master so long as they are provided with targets upon which they can vent their rage. ", + "A giant sphere of demonic clawed arms makes up the most dominant set of features on the odopi. The center of its body is hidden by a forest of limbs. Each hand bears a sickly yellow eye in its palm that blinks shut as the behemoth rolls hand over hand in its movement.", + "Twisted Abominations. Odopis hail from the depths of Carceri, the prison plane of the multiverse. These strange aberrations boil out of planer rifts whenever they get the chance and wreak havoc on any plane they can find access to. Akin to no other beings within the multiverse, odopis are nightmarish monsters from a nightmarish realm. Their bodies are covered in warty, orange-skinned arms which all project from a central body. This body has no other features aside from a toothless mouth that serves as an opening for its massive stomach. Like titanic nine ton tumbleweeds, they roam about the landscape at random, destroying whatever they encounter as they roll ever onward.", + "Reluctant Servants. Powerful beings can force odopis into service by using violence and threats of violence against the creature. Odopis have a strong sense of independence which causes them to suffer such treatment poorly. They will, however, remain somewhat agreeable to their master so long as they are provided with targets upon which they can vent their rage.", "Unique Communication. Odopis have a distinct and unusual way of communicating. They have developed their own language which consists entirely of gurgling sounds and hand clapping. Two odopis can communicate from a great distance, so long as their claps are audible to one another.", "Long Lived. The actual lifespan of the odopi is unknown. They are extremely hard to kill, and when they do die, due to their chaotic and destructive nature, it is typically in battle. Some scholars believe that the odopi are in fact so resilient that they never die of natural causes and barring any amount of violence, could be effectively immortal. It has also been observed that they never truly stop growing", "even after reaching adulthood. A newly hatched odopi will take one year to grow to its full size, however, as an adult they continue to get larger. The growth process does slow down significantly, but it stands to reason that an odopi who is able to survive for many years could grow to colossal proportions." @@ -6303,25 +6207,25 @@ "or a particularly large tooth might be considered a", "big prize. Golden teeth especially are loved by tooth", "fairies. When they are able to get their hands on them", - "they sometimes wear golden teeth as crowns. ", + "they sometimes wear golden teeth as crowns.", " Midnight Dentists. These malignant fey creatures", "scour humanoid settlements in gangs at night, using ", "their magic to put people to sleep and get to work with", "their pliers. A single group of skilled tooth fairies can ", - "leave a small town toothless in a matter of weeks. ", + "leave a small town toothless in a matter of weeks.", " Ravenous Pests. Because of their penchant for", "harvesting teeth, tooth fairies can often be found near", - "morgues and other places where dead bodies are stored. ", + "morgues and other places where dead bodies are stored.", "They do not discriminate in teeth collected from the", "living or the dead, making such places invaluable ", "resource gathering spots. In places where tooth fairies", "are unable to procure fresh teeth, many corpses are", - "buried completely toothless. ", + "buried completely toothless.", " Toothless. Tooth fairies are born with no teeth of their", "own. All the teeth that fill their mouths are stolen from ", - "other creatures and magically pressed into their gums. ", + "other creatures and magically pressed into their gums.", "This typically results in a maw of mismatched teeth, only", - "adding to the unsightly appearance of the tooth fairy. ", + "adding to the unsightly appearance of the tooth fairy.", "Depending on what teeth they are able to collect, some", "tooth fairies have been said to actually bite their ", "enemies to cause bleeding if they should wake up", @@ -6358,7 +6262,7 @@ { "name": "Pliers", "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage and the target (if it was a creature) has one of their teeth stolen. If the tooth is returned within 10 minutes it can be reattached using any effect that restores HP. Until their tooth is restored, the target has disadvantage on persuasion checks. " + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage and the target (if it was a creature) has one of their teeth stolen. If the tooth is returned within 10 minutes it can be reattached using any effect that restores HP. Until their tooth is restored, the target has disadvantage on persuasion checks." ] }, { @@ -6373,9 +6277,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -6470,9 +6371,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -6643,12 +6541,12 @@ "entries": [ "Song dragons, also known as \"weredragons\",", "are a type of dragon that live among", - "humanity is in disguise. ", + "humanity is in disguise.", " True Form. Song dragons have the ability to shift ", "between the form of a human and a dragon. Their human", "guise is actually their true form, as it is believed that ", "somewhere in the past, a common human ancestor was", - "gifted with the ability to change forms. ", + "gifted with the ability to change forms.", " Hidden Within Society. Song dragons forgo most of", "the dragon stereotypes in order to live their long lives", "among humanity. Some may seek to amass a horde of", @@ -6717,7 +6615,7 @@ { "name": "Alternate Form", "entries": [ - "Song dragons can freely assume human form. Each song dragon has a unique human form that it assumes each time it changes shape. The song dragon's Strength, Dexterity, and Constitution scores become human average (Str 10, Dex 11, Con 10), but its hit points are unaffected by this change. A song dragon can employ its spells and special abilities - except its breath weapon - in either form. Changing from one form to another is an action. " + "Song dragons can freely assume human form. Each song dragon has a unique human form that it assumes each time it changes shape. The song dragon's Strength, Dexterity, and Constitution scores become human average (Str 10, Dex 11, Con 10), but its hit points are unaffected by this change. A song dragon can employ its spells and special abilities - except its breath weapon - in either form. Changing from one form to another is an action." ] }, { @@ -6805,10 +6703,6 @@ "The dragon shifts between its human and dragon forms." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -6841,16 +6735,16 @@ "cr": "7", "fluff": { "entries": [ - "This misshapen hulking brute has taught flesh with a clay-like texture. Howls of pain issue from a gaping black orifice where its face should be. Tormented visages press out from beneath its membranous skin, as though other creatures trapped inside it were clamoring for escape. ", + "This misshapen hulking brute has taught flesh with a clay-like texture. Howls of pain issue from a gaping black orifice where its face should be. Tormented visages press out from beneath its membranous skin, as though other creatures trapped inside it were clamoring for escape.", " Baleful Construction. Creatures of pure malevolence", "and woe, gloom golems are constructed with clay taken", "from the banks of The River Styx. Through an arduous", "process that involves valuable magic regents, rare ", "resources, and the sacrifice of living creatures, a gloom", - "golem is born. ", + "golem is born.", " Voracious Feeding. Gloom golems do not actually need", "sustenance, however, they are constructed with a ", - "compulsion to harvest the essence of other creatures. ", + "compulsion to harvest the essence of other creatures.", "Within a gloom golem, the souls of countless creatures", "can be seen as faces manifesting beneath their skin, each", "plying for escape. These damned souls are stored within", @@ -6971,7 +6865,7 @@ { "name": "Summon Shadows (1/Day)", "entries": [ - "The golem draws on the trapped essence inside of it to summon {@dice 1d6} {@creature shadow||shadows} from its void. The shadows appear within 10 feet of the golem, and roll their own initiative. If the golem is slain, the shadows are freed and will disperse. " + "The golem draws on the trapped essence inside of it to summon {@dice 1d6} {@creature shadow||shadows} from its void. The shadows appear within 10 feet of the golem, and roll their own initiative. If the golem is slain, the shadows are freed and will disperse." ] } ], @@ -6987,10 +6881,6 @@ ], "conditionInflict": [ "charmed" - ], - "savingThrowForced": [ - "charisma", - "wisdom" ] }, { @@ -7048,7 +6938,7 @@ "nine hells and forced into service by the dullahan, or if ", "they willingly cooperate with their fey riders, but in ether", "situation the pairing of horse and rider is a potent one", - "bound to strike fear into the hearts of anyone they cross. ", + "bound to strike fear into the hearts of anyone they cross.", " Agents of Dread. It's unknown what foul purpose the", "dullahan serve when crossing the threshold to the Prime", "Material Plane. Many scholars believe they serve as dread", @@ -7140,7 +7030,7 @@ { "name": "Summon Nightmare", "entries": [ - "The dullahan summons a {@creature nightmare}. The nightmare is added into the initiative order and takes its turn immediately after the dullahan. The dullahan has full control over the nightmare and may choose to mount the creature as part of this action. If the dullahan is slain or if the dullahan summons another nightmare, the nightmare immediately vanishes. " + "The dullahan summons a {@creature nightmare}. The nightmare is added into the initiative order and takes its turn immediately after the dullahan. The dullahan has full control over the nightmare and may choose to mount the creature as part of this action. If the dullahan is slain or if the dullahan summons another nightmare, the nightmare immediately vanishes." ] } ], @@ -7154,17 +7044,12 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "conditionInflict": [ "exhaustion", "frightened", "grappled" - ], - "savingThrowForced": [ - "charisma", - "wisdom" ] }, { @@ -7211,7 +7096,7 @@ "are cold and empty, their smiles wide and filled with ", "rows of broken but perfectly white teeth. All gray jesters", "wield a scepter of some sort which often appears as a", - "crude distortion of the one wielding it. ", + "crude distortion of the one wielding it.", " Joyless. Gray jesters are incapable of feeling joy or other", "genuine positive emotions on their own. In order to fill ", "this void, they seek out mortals they can make laugh with", @@ -7282,9 +7167,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -7327,7 +7209,7 @@ "as members of the giant species. They are", "often bulky in form with purple-tinted skin, fair", "red hair, and eyes which shift in colour between", - "hues of green and purple. ", + "hues of green and purple.", " Arcane Mastery. Eldritch giants are obsessed with the", "discovery of arcane knowledge. They spend their lives", "in scholarly pursuits, attempting to unravel the magical ", @@ -7335,7 +7217,7 @@ "only the giants themselves can answer. Their dedication,", "however, is beyond reproach. Their bodies are covered in", "arcane runes which invoke great power within the giants", - "and are the source of their innate arcane abilities. ", + "and are the source of their innate arcane abilities.", " Peaceful Magistocrats. Eldritch giants are fearsome ", "opponents. Their immense physical power is only further", "augmented by their mastery over the arcane. In combat, ", @@ -7408,7 +7290,7 @@ { "name": "Eldritch Mastery", "entries": [ - "The eldritch giant has an extensive familiarity with and an intuitive grasp of arcane magic. It ignores all class, race, and level requirements for the use of magic items. " + "The eldritch giant has an extensive familiarity with and an intuitive grasp of arcane magic. It ignores all class, race, and level requirements for the use of magic items." ] } ], @@ -7463,7 +7345,7 @@ "name": "Eldritch Storm {@recharge 5}", "entries": [ "Ranged Spell Attack: {@hit 10} to hit, reach 120 ft., four beams which each target one creature. Make a separate attack roll for each beam.", - "Hit: 15 ({@damage 1d10 + 10}) force damage. " + "Hit: 15 ({@damage 1d10 + 10}) force damage." ] } ], @@ -7474,8 +7356,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" + "MW" ] }, { @@ -7582,9 +7463,6 @@ ], "conditionInflict": [ "restrained" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -7703,8 +7581,7 @@ ], "miscTags": [ "MW", - "RNG", - "MLW" + "RNG" ], "reaction": [ { @@ -7716,10 +7593,6 @@ ], "conditionInflict": [ "stunned" - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -7840,7 +7713,7 @@ { "name": "Psionic Puppet {@recharge 5}", "entries": [ - "The shardmind attempts to dominate a creature it can see within 60 feet. The target must succeed on a {@dc 17} Intelligence saving throw or be dominated. A creature dominated in this way is under the effects of a {@spell dominate person} spell for 1 minute. The creature may repeat their saving throw to free themselves every time they take damage. " + "The shardmind attempts to dominate a creature it can see within 60 feet. The target must succeed on a {@dc 17} Intelligence saving throw or be dominated. A creature dominated in this way is under the effects of a {@spell dominate person} spell for 1 minute. The creature may repeat their saving throw to free themselves every time they take damage." ] } ], @@ -7852,13 +7725,7 @@ "Y" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForced": [ - "dexterity", - "intelligence", - "wisdom" + "MW" ] }, { @@ -7970,11 +7837,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/CQks84g.png", - "savingThrowForced": [ - "dexterity", - "strength" - ] + "tokenUrl": "https://i.imgur.com/CQks84g.png" }, { "name": "Web Golem", @@ -8159,9 +8022,6 @@ "damageTags": [ "I", "P" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -8262,7 +8122,7 @@ "name": "Tagamaling Curse", "entries": [ "A humanoid wounded by a tigbanua buso's claw attack must make a {@dc 14} Constitution saving throw or contract the tagamaling curse. Each night, there is a cumulative 1% chance (1% the first night, 2% the second night, 3% the third night, and so on) that a cursed creature undergoes a horrible transformation that lasts the duration of the night. The transformed victim becomes a {@creature Tagamaling Buso|dungeondadstatblocks}: Its feet become long and bony, its eyeballs fuse together into a single red or yellow eye, its hands sprout sharp claws, and its teeth enlarge into horrible fangs. The tagamaling buso's Intelligence score becomes 2 for the duration of the transformation, and the creature attacks every creature it sees.", - "In tagamaling form, a character cannot use any class abilities, spells, or skills based on Intelligence or Charisma and becomes an NPC under the DM's control using the tagamaling buso stat block. ", + "In tagamaling form, a character cannot use any class abilities, spells, or skills based on Intelligence or Charisma and becomes an NPC under the DM's control using the tagamaling buso stat block.", "When dawn arrives, the transformed victim returns to its natural form and retains no memory of any actions committed during the night. The creature gains one level of {@condition exhaustion}. A cursed character can be cured by casting remove curse within the first ninety-nine days of infection. When the chance of transformation reaches 100% (after one hundred days), the victim can no longer be cured by any means short of a wish or miracle." ] } @@ -8277,10 +8137,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -8530,10 +8386,6 @@ "The dragon attempts to grapple up to three target large or smaller creatures using its heads. A head already grappling something can't grapple another creature. Any creature {@condition grappled} in this way is immediately thrown to a space within 30 feet of the dragon. The thrown creatures all take 19 ({@damage 3d6 + 9}) bludgeoning damage, or half as much on a successful {@dc 17} Acrobatics (Dexterity) check." ] } - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -8631,7 +8483,7 @@ { "name": "Soul Scream (1/Hour)", "entries": [ - "Capable of channeling all of its rage and terror into a single unnatural noise, the irnakurse unleashes a sound of alien horror forcing all creatures within 30 ft. of it that can hear to make a {@dc 15} Wisdom save, or have their Wisdom score reduced by {@dice 1d4}. This reduction lasts until the creature finishes a long rest. If a creature's Wisdom score reaches 0, that creature dies. Once the irnakurse has begun screaming, it can do so for 1 minute straight. " + "Capable of channeling all of its rage and terror into a single unnatural noise, the irnakurse unleashes a sound of alien horror forcing all creatures within 30 ft. of it that can hear to make a {@dc 15} Wisdom save, or have their Wisdom score reduced by {@dice 1d4}. This reduction lasts until the creature finishes a long rest. If a creature's Wisdom score reaches 0, that creature dies. Once the irnakurse has begun screaming, it can do so for 1 minute straight." ] } ], @@ -8642,9 +8494,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -8803,7 +8652,7 @@ { "name": "Summon Feline Allies (1/Day)", "entries": [ - "The cat lord psychically calls out for aid from whatever feline creatures may be nearby. At the star of the cat lord's next turn, the summoned creatures all appear within 30 feet of the cat lord. The DM determines what feline allies are nearby. Usually the cat lord can summon either {@dice 1d4} {@creature weretiger||weretigers}, {@dice 2d6} {@creature panther||panthers}, or {@dice 4d8} {@creature cat||cats}. " + "The cat lord psychically calls out for aid from whatever feline creatures may be nearby. At the star of the cat lord's next turn, the summoned creatures all appear within 30 feet of the cat lord. The DM determines what feline allies are nearby. Usually the cat lord can summon either {@dice 1d4} {@creature weretiger||weretigers}, {@dice 2d6} {@creature panther||panthers}, or {@dice 4d8} {@creature cat||cats}." ] } ], @@ -8841,9 +8690,6 @@ "The cat lord uses lick wounds." ] } - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -9000,7 +8846,7 @@ "name": "Spines", "entries": [ "{@atk r} {@hit 12} to hit, reach 120/120 ft., one target.", - "{@h}15 ({@damage 3d6 + 5}) piercing damage and the target must succeed on a {@dc 20} Constitution saving throw or become {@condition poisoned} for 1 minute. " + "{@h}15 ({@damage 3d6 + 5}) piercing damage and the target must succeed on a {@dc 20} Constitution saving throw or become {@condition poisoned} for 1 minute." ] }, { @@ -9027,8 +8873,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "variant": [ { @@ -9050,7 +8895,7 @@ { "name": "Teleport", "entries": [ - "The klurichir teleports with anything it is wearing or hlding to an unoccupied space it can see within 120 feet. " + "The klurichir teleports with anything it is wearing or hlding to an unoccupied space it can see within 120 feet." ] }, { @@ -9059,10 +8904,6 @@ "The klurichir opens it's maw to let loose a 30 foot radius spherical cloud of noxious gas. The gas spreads around corners. It lasts for 10 minutes or until strong wind disperses it. The area of the gas is heavily obscured. When a creature enters the gassed area for the first time on a turn or starts its turn there, that creature must make a {@dc 15} Constitution saving throw. The creature takes {@damage 5d8} poison damage on a failed save, or half as much damage on a successful one." ] } - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -9186,11 +9027,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/4WRjb5l.png", - "savingThrowForced": [ - "constitution", - "strength" - ] + "tokenUrl": "https://i.imgur.com/4WRjb5l.png" }, { "name": "Siege Crab", @@ -9282,7 +9119,7 @@ { "name": "Shielded Compartment", "entries": [ - "Much of the interior tissue of a siege crab has been surgically removed and replaced with a sealed compartment for passengers or cargo. The compartment is accessed by a ventral hatch on its underside which is airtight and watertight. It can be flooded or drained from within by any creature who uses an action to do so. The passenger space is about 10 feet by 10 feet by 10 feet; it can hold 1 large creature or 4 medium or smaller creatures. ", + "Much of the interior tissue of a siege crab has been surgically removed and replaced with a sealed compartment for passengers or cargo. The compartment is accessed by a ventral hatch on its underside which is airtight and watertight. It can be flooded or drained from within by any creature who uses an action to do so. The passenger space is about 10 feet by 10 feet by 10 feet; it can hold 1 large creature or 4 medium or smaller creatures.", "Creatures riding within a siege crab's inner chamber have half cover from opponents outside the crab when the hatch is open. While it is sealed, they have full cover. The hatch is 10 feet in diameter, and the chamber's occupants can make ranged attacks from within the crab while it is open. Opening or closing the hatch is an action for an adjacent creature either inside or outside the crab. The hatch can be locked from within if a creature uses an action to do so ({@dc 25} athletics or thieves' tools check to open from the outside).", "The death of a siege crab does not compromise the cover or concealment of passengers within its shell. However, since the crab's death usually results in it collapsing on its belly, it is difficult for occupants to exit through the hatch. Creatures trapped within the crab's carcass must cut through the tough carapace to escape. The interior shell has an AC of 15 and 30 Hit Points." ] @@ -9336,10 +9173,6 @@ ], "damageTags": [ "B" - ], - "savingThrowForced": [ - "dexterity", - "strength" ] }, { @@ -9498,12 +9331,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForced": [ - "charisma", - "constitution" + "MW" ] }, { @@ -9636,7 +9464,7 @@ "name": "Greatsword", "entries": [ "{@atk mw} {@hit 11} to hit, reach 5 ft., one target.", - "{@h}14 ({@damage 2d6 + 7}) piercing damage plus 9 ({@damage 2d8}) radiant damage. " + "{@h}14 ({@damage 2d6 + 7}) piercing damage plus 9 ({@damage 2d8}) radiant damage." ] }, { @@ -9656,12 +9484,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "RCH" ] }, { @@ -9793,10 +9616,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/QvN7DzT.png", - "savingThrowForced": [ - "constitution" - ] + "tokenUrl": "https://i.imgur.com/QvN7DzT.png" }, { "name": "Hoary Hunter", @@ -10003,15 +9823,7 @@ "MW", "RW", "RCH", - "RNG", - "MLW" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution" + "RNG" ] }, { @@ -10233,9 +10045,6 @@ ], "alias": [ "Warhorse" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -10325,7 +10134,7 @@ "name": "Claw", "entries": [ "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", - "{@h}7 ({@damage 1d4 + 5}) slashing damage and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until they finish a long rest. " + "{@h}7 ({@damage 1d4 + 5}) slashing damage and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until they finish a long rest." ] }, { @@ -10339,7 +10148,7 @@ "name": "Hurl Stone", "entries": [ "{@atk rw} {@hit 8} to hit, range 30/120 ft., one target.", - "{@h}23 ({@damage 4d8 + 5}) damage. If the gegenees has a medium or smaller creature {@condition grappled}, they can throw that creature instead of a stone. The thrown creature lands in a space adjacent to the target and takes 14 ({@damage 2d8 + 5}) bludgeoning damage, or half as much on a successful {@dc 15} Dexterity (acrobatics) check. " + "{@h}23 ({@damage 4d8 + 5}) damage. If the gegenees has a medium or smaller creature {@condition grappled}, they can throw that creature instead of a stone. The thrown creature lands in a space adjacent to the target and takes 14 ({@damage 2d8 + 5}) bludgeoning damage, or half as much on a successful {@dc 15} Dexterity (acrobatics) check." ] } ], @@ -10354,14 +10163,10 @@ "miscTags": [ "MW", "RCH", - "RW", - "MLW" + "RW" ], "conditionInflict": [ "poisoned" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -10460,7 +10265,7 @@ { "name": "Soul Siphon", "entries": [ - "If a living creature dies within 10 feet of the daemon, it gains {@dice 1d8} temporary hit points and advantage on all attack rolls for 1 minute. Incorporeal undead and living spirits travelling outside their body (such as a person using astral projection) take 4 {@dice 1d8} points of necrotic damage each round within the daemon's aura. " + "If a living creature dies within 10 feet of the daemon, it gains {@dice 1d8} temporary hit points and advantage on all attack rolls for 1 minute. Incorporeal undead and living spirits travelling outside their body (such as a person using astral projection) take 4 {@dice 1d8} points of necrotic damage each round within the daemon's aura." ] } ], @@ -10512,9 +10317,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -10729,7 +10531,7 @@ "name": "Gaze of Stars {@recharge 5}", "entries": [ "{@atk rs} {@hit 6} to hit, range 120/300 ft., one creature.", - "{@h}38 ({@damage 11d6}) force damage plus 38 ({@damage 11d6}) lightning damage. " + "{@h}38 ({@damage 11d6}) force damage plus 38 ({@damage 11d6}) lightning damage." ] }, { @@ -10771,9 +10573,6 @@ "Each non-undead creature within 20 feet of the tzitzimitl takes 21 ({@damage 6d6}) necrotic damage, or half as much on a successful {@dc 17} Constitution saving throw." ] } - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -10884,10 +10683,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution", - "strength" ] }, { @@ -11071,13 +10866,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -11210,9 +10998,6 @@ ], "conditionInflict": [ "frightened" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -11367,9 +11152,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -11493,7 +11275,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) force damage." ] }, @@ -11506,12 +11288,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -11648,7 +11424,7 @@ { "name": "Tail", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d6 + 7}) bludgeoning damage." ] }, @@ -11667,12 +11443,6 @@ "MW", "RCH", "AOE" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -11801,14 +11571,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target.", "{@h}17 ({@damage 2d10 + 9}) piercing damage plus 9 ({@damage 2d8}) force damage." ] }, { "name": "Tail", "entries": [ - "{@atk mw} +15 t0 hit, reach 5 ft., one target. ", + "{@atk mw} +15 t0 hit, reach 5 ft., one target.", "{@h}13 ({@damage 2d6 + 9}) bludgeoning damage." ] }, @@ -11872,15 +11642,7 @@ "legendaryGroup": { "name": "Stellar Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" - ] + } }, { "name": "Ancient Stellar Dragon", @@ -12017,14 +11779,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 18} to hit, reach 15 ft., one target.", "{@h}21 ({@damage 2d10 + 10}) piercing damage plus 18 ({@damage 4d8}) force damage." ] }, { "name": "Tail", "entries": [ - "{@atk mw} +18 t0 hit, reach 20 ft., one target. ", + "{@atk mw} +18 t0 hit, reach 20 ft., one target.", "{@h}19 ({@damage 2d8 + 10}) bludgeoning damage." ] }, @@ -12088,15 +11850,7 @@ "legendaryGroup": { "name": "Stellar Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" - ] + } }, { "name": "Great Stellar Wyrm", @@ -12217,14 +11971,14 @@ { "name": "Bite", "entries": [ - "Melee Weapon Attack: {@hit 20} to hit, reach 30 ft., one target. ", + "Melee Weapon Attack: {@hit 20} to hit, reach 30 ft., one target.", "Hit: 31 ({@damage 2d20 + 10}) piercing damage plus 36 ({@damage 8d8}) force damage." ] }, { "name": "Tail", "entries": [ - "Melee Weapon Attack: +20 t0 hit, reach 50 ft., one target. ", + "Melee Weapon Attack: +20 t0 hit, reach 50 ft., one target.", "Hit: 36 ({@damage 4d12 + 10}) bludgeoning damage." ] }, @@ -12474,7 +12228,7 @@ "name": "Burning Touch", "entries": [ "{@atk ms} +9 to hit, reach 5 ft., one creature.", - "{@h}22 ({@damage 4d10}) radiant damage and the target must succeed on a {@dc 17} Constitution saving throw or have the life energy within them corrupted into unnatural burning light for {@dice 1d8} rounds. During this time, the target takes 10 ({@damage 3d6}) fire damage at the start of each of their turns. The burning light can be \"extinguished\" if the target enters an area of magic or natural darkness. " + "{@h}22 ({@damage 4d10}) radiant damage and the target must succeed on a {@dc 17} Constitution saving throw or have the life energy within them corrupted into unnatural burning light for {@dice 1d8} rounds. During this time, the target takes 10 ({@damage 3d6}) fire damage at the start of each of their turns. The burning light can be \"extinguished\" if the target enters an area of magic or natural darkness." ] }, { @@ -12491,13 +12245,6 @@ ], "miscTags": [ "RCH" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "charisma", - "dexterity" ] }, { @@ -12632,13 +12379,13 @@ { "name": "Multiattack", "entries": [ - "The huecuva makes two morningstar attacks. " + "The huecuva makes two morningstar attacks." ] }, { "name": "Morningstar", "entries": [ - "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. ", + "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.", "Hit: 7 ({@damage 1d8 + 3}) piercing damage and 4 ({@damage 1d8}) necrotic damage. The target must succeed on a DC 15 Constitution save or become infected with a disease called huecuva blight. An infected creature loses 1 point of Strength and 1 point of Constitution after taking a long rest until its constitution reaches 0, at which point it dies." ] }, @@ -12657,12 +12404,7 @@ "P" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "MW" ] }, { @@ -12795,7 +12537,7 @@ { "name": "Claws", "entries": [ - "{@atk mw} +6 to hit, reach 5 ft., one creature. ", + "{@atk mw} +6 to hit, reach 5 ft., one creature.", "{@h}7 ({@damage 1d6 + 4}) slashing damage. This attack is a critical hit on an attack roll of 19 or 20." ] }, @@ -12812,9 +12554,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -12922,13 +12661,13 @@ { "name": "Multiattack", "entries": [ - "The defacer makes two deface attacks. " + "The defacer makes two deface attacks." ] }, { "name": "Deface", "entries": [ - "{@atk mw} +7 to hit, reach 5 ft., one target. ", + "{@atk mw} +7 to hit, reach 5 ft., one target.", "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must make a {@dc 16} Wisdom saving throw or be {@condition stunned} until the start of the defacer's next turn. While {@condition stunned}, their face takes on the appearance of a soul previously stolen by the defacer, which cries out for help and release in a language it knew in life." ] }, @@ -12961,9 +12700,6 @@ "The defacer touches the corpse of a creature that has died within 24 hours and steals its face. The creature's face, bone structure, and any defining details such as tattoos or scars are completely removed and replaced, leaving behind a perfectly smooth, blank surface of skin. This defilement of the corpse also draws the soul of the creature to the defacer, and it becomes one of the spectral faces that whirl about the undead. The creature can't be resurrected by any means as long as the defacer has the creature's soul. When a defacer steals a soul, its face takes on the appearance of that creature and its hunger for identity is satiated for a time. The transformation lasts for 3 days, at which point the defacer's visage returns to its featureless state and it must hunt again. If the defacer is destroyed while it is wearing the face of another creature, that creature's face is returned and it is brought back to life with 0 hit points, but in a stable state. When a defacer is killed, all souls it has collected are released." ] } - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -13063,7 +12799,7 @@ { "name": "Merger", "entries": [ - "Whenever this moingo is the target of consolidate, it gains hit points equal to the moingo consolidating with it. " + "Whenever this moingo is the target of consolidate, it gains hit points equal to the moingo consolidating with it." ] }, { @@ -13141,9 +12877,6 @@ } ] } - ], - "savingThrowForced": [ - "intelligence" ] }, { @@ -13286,7 +13019,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}6 ({@damage 1d6 + 3}) slashing damage." ] } @@ -13296,13 +13029,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -13412,7 +13138,7 @@ { "name": "Slam", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target.", "{@h}20 ({@damage 2d12 + 7}) bludgeoning damage." ] }, @@ -13443,11 +13169,6 @@ "When a creature that is flying comes within 60 feet of the elemental, it targets that creature with a storm bolt. The storm bolt descends from above and targets only the one flying creature." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "strength" ] }, { @@ -13533,15 +13254,15 @@ { "name": "Eye Drinking", "entries": [ - "When a drinker hits with its tongue lash attack, it can attempt to magically steal the target's sight. The creature must succeed on a {@dc 16} Constitution saving throw or have their sight stolen. A creature with stolen sight can't see further than 60 feet away, and it has disadvantage on attack rolls. ", + "When a drinker hits with its tongue lash attack, it can attempt to magically steal the target's sight. The creature must succeed on a {@dc 16} Constitution saving throw or have their sight stolen. A creature with stolen sight can't see further than 60 feet away, and it has disadvantage on attack rolls.", "The drinker can also see through the eyes of a creature whose eyes it drinks. The drinker sees using the creatures full normal sight, though it can only look through the eyes of one creature at a time. This effect lasts until the drinker is destroyed, or magic equivalent to a {@spell greater restoration} spell has been cast on the afflicted creature." ] }, { "name": "Horrific Gaze", "entries": [ - "When a creature that can see the drinker starts its turn within 30 ft. of the drinker, the drinker can force it to make a {@dc 16} Constitution saving throw if the drinker isn't {@condition incapacitated} and can see the creature. If the saving throw is failed, the creature is {@condition stunned} until the start of its next turn. ", - "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the drinker until the start of its next turn, when it can avert its eyes again. If the creature looks at the drinker in the meantime, it must immediately make the save. ", + "When a creature that can see the drinker starts its turn within 30 ft. of the drinker, the drinker can force it to make a {@dc 16} Constitution saving throw if the drinker isn't {@condition incapacitated} and can see the creature. If the saving throw is failed, the creature is {@condition stunned} until the start of its next turn.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the drinker until the start of its next turn, when it can avert its eyes again. If the creature looks at the drinker in the meantime, it must immediately make the save.", "The drinker can force a creature whose vision it has drank to look it in the eye." ] } @@ -13592,7 +13313,7 @@ { "name": "Tounge Lash", "entries": [ - "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target.", "{@h}15 ({@damage 3d6 + 5}) slashing damage." ] } @@ -13606,13 +13327,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -13749,21 +13463,21 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", "{@h}12 ({@damage 2d6 + 5}) slashing damage." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d8 + 5}) piercing damage." ] }, { "name": "Spines {@recharge 4}", "entries": [ - "{@atk rw} {@hit 6} to hit, range 120/240 ft., up to four targets. ", + "{@atk rw} {@hit 6} to hit, range 120/240 ft., up to four targets.", "{@h}16 ({@damage 2d12 + 3}) piercing damage." ] } @@ -13774,13 +13488,6 @@ "miscTags": [ "MW", "RW" - ], - "savingThrowForced": [ - "strength" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" ] }, { @@ -13916,7 +13623,7 @@ { "name": "Shortsword", "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target.", "{@h}5 ({@damage 1d6 + 2}) piercing damage." ] } @@ -13925,8 +13632,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "reaction": [ { @@ -13935,12 +13641,6 @@ "When a creature within 60 feet makes a saving throw the bonesinger reduces the result by {@dice 1d4}." ] } - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution" ] }, { @@ -13985,7 +13685,7 @@ "rivaled by none of their kin. Eventually a great threat unknown", "to even the most adept scholars posed itself to take on the", "death giants. Out of fear and desperation they would strike a", - "deal with an ancient evil, one they would soon come to regret. ", + "deal with an ancient evil, one they would soon come to regret.", " Destined For Destruction. While death giants may live", "up to five thousand years, they live with great fear of their", "own demise. Due to the pact made countless years ago by", @@ -13994,11 +13694,11 @@ "to every death giant soul. Who this mysterious patron is and", "what they use these souls for is uncertain, however no death", "giant has ever been successfully resurrected and this leads", - "many to believe their souls will be destroyed. ", + "many to believe their souls will be destroyed.", " Forsaken. Death giants seldom worship any gods. The", "deities revered by other giants abandoned the death giants", "when they made the pact to sell the souls of their race,", - "however, some among the death giants still pay homage. ", + "however, some among the death giants still pay homage.", " The Black Crusade. Death giants tend to keep to their ", "small tribes, sometimes trading souls with others of", "their kind. However, on rare occasions when a possible way ", @@ -14095,14 +13795,14 @@ { "name": "Greataxe", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target.", "{@h}31 ({@damage 6d6 + 10}) slashing damage." ] }, { "name": "Rock", "entries": [ - "{@atk rw} {@hit 15} to hit, reach 60/240 ft., one target. ", + "{@atk rw} {@hit 15} to hit, reach 60/240 ft., one target.", "{@h}36 ({@damage 4d12 + 10}) bludgeoning damage." ] }, @@ -14123,19 +13823,10 @@ "miscTags": [ "MW", "RCH", - "RW", - "MLW" + "RW" ], "conditionInflict": [ "frightened" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -14259,14 +13950,14 @@ { "name": "Burning Grasp", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target.", "{@h}17 ({@dice 2d8 + 8}) bludgeoning plus 7 ({@damage 2d6}) fire damage. On a hit, if the target is larger or smaller it is {@condition grappled} (escape {@dc 17})." ] }, { "name": "Burning Debris", "entries": [ - "{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. ", + "{@atk rw} {@hit 13} to hit, range 60/240 ft., one target.", "{@h}30 ({@dice 4d10 + 8}) bludgeoning plus 7 ({@damage 2d6}) fire damage." ] }, @@ -14282,9 +13973,6 @@ ], "conditionInflict": [ "grappled" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -14360,7 +14048,7 @@ { "name": "Lightning Reflexes", "entries": [ - "The kurobozu can take an attack of opportunity against a creature even if it used the disengage action. " + "The kurobozu can take an attack of opportunity against a creature even if it used the disengage action." ] }, { @@ -14403,10 +14091,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -14585,15 +14269,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -14638,7 +14313,7 @@ "When a city grows corrupt, its people succumbing to degradation and decadence, the seams of the natural world can be split so that the evil of the Abyss seeps through. A city corruptor is not a punishment for a people's lack of moral fortitude; it is a consequence. A natural predator of the urban environment, the city corruptor stalks the dark streets that are the arteries of the city it feeds on. As the city's weak and vulnerable begin to die in increasing numbers, this foul demon spreads fear among even the most powerful.", "Demonic Predation. City corruptors appear in desperate, depraved, or hopeless urban centres. Places where the people either cannot reverse the moral decay of their city, or where they do not care to. A city corruptor is not attracted to combat. Rather, the demon lusts after the blood of victims lost to an environment shifting closer to collapse each day. To hasten the destruction of such an environment is every city corruptor's ultimate delight.", "The Portal Alignment. These sly demons first appeared in Zelatar, spreading quickly to other abyssal settlements. As a mortal city decays, the nature of an abyssal city aligns with it, and a city corruptor can step through the newly created gateway. Only one demon passes through during such an alignment. City corruptors fight among themselves for the exclusive right to claim a city in the mortal realm. Once a city is claimed, the corruptor gets to work. In the event that the city falls in its entirety, many of its people are sure to be dead, and the survivors along with the city itself are dragged into the Abyss, leaving behind a barren and lifeless dead spot in the Material Plane.", - "Dead Spots. A dead spot is what gets left behind when a city is pulled into the Abyss. The dead spot appears as a soot-covered patch of land that always seems to be in the shade, even on the brightest day. It encompasses the entire area where the city was as well as the surrounding three miles. Nothing can or ever will grow in this place again. Dead spots are intrinsically linked to the Abyss, and as such, are often sought out by cultists and summoners who wish to draw on the power of demons. The only way to remove them is to sever the link by travelling to the Abyss, finding the demon responsible for the city's downfall, and killing them. ", + "Dead Spots. A dead spot is what gets left behind when a city is pulled into the Abyss. The dead spot appears as a soot-covered patch of land that always seems to be in the shade, even on the brightest day. It encompasses the entire area where the city was as well as the surrounding three miles. Nothing can or ever will grow in this place again. Dead spots are intrinsically linked to the Abyss, and as such, are often sought out by cultists and summoners who wish to draw on the power of demons. The only way to remove them is to sever the link by travelling to the Abyss, finding the demon responsible for the city's downfall, and killing them.", "Demonic Kingpins. A city corruptor's primary means of achieving its goal is to wage a campaign of terror to destroy a city from within. They are extremely charismatic and will not hesitate to draw on their overwhelmingly magnetic personality traits to amass minions such as murderers, assassins, thieves, and other supernatural urban predators such as wererats or doppelgangers. When other demons come into the picture, however, the city corrupter refuses to share its plans with them as it seeks to be glorified as the only demon involved." ], "images": [ @@ -14734,8 +14409,7 @@ "P" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "conditionInflict": [ "charmed" @@ -14763,14 +14437,6 @@ ], "spellcastingTags": [ "I" - ], - "savingThrowForced": [ - "charisma", - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -14815,7 +14481,7 @@ "fluff": { "entries": [ "This humanoid figure is armed with a sturdy club bearing jagged ridges of obsidian and a shield that displays the image of a multi-headed beast wrapped with tentacles. They wear what appears to be the hide of a demonic lion. The underside of this pelt is raw muscle, fusing to the person's skin and becoming one with them. The beast's head rears up around the person's head, while its arms, hanging down from the warrior's shoulders, writhe like snakes ready to strike.", - "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one. ", + "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one.", "Ancient Weaponry Many cults of Demogorgon have existed far before the current age of civilization. While most certainly mad, these cults often uphold the traditions that have prevailed since their inception, particularly in their tools of bloodshed. The macuahuitl is one such weapon. While not invented by one such cult, it was common use in the time when many cults of Demogorgon held their apex of power. A brutal weapon, the macuahuitl is a fine club crafted to house dozens of extremely sharp obsidian shards. This weapon is unparalleled in raw destructive power, however it is quite fragile, and often in the ferocity of battle the obsidian elements will break, crack, or find themselves in need of replacement. ", "Natural Poisons Skinwalkers are fond of augmenting their attacks with poison. As survivalists they are extremely knowledgeable when discerning which plants and other natural elements can be used to inflict terrible pain. Their constant exposure to such substances has granted them a degree of resistance to their own poisons as well as a terrific offensive option." ], @@ -14882,28 +14548,28 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d6 + 4}) slashing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] }, { "name": "Macuahuitl", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired." ] }, { "name": "Shield Bash", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d4 + 4}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Longbow", "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature. ", + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature.", "{@h}7 ({@damage 1d8 + 3}) piercing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] } @@ -14925,9 +14591,6 @@ "MW", "RW", "RNG" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -15054,13 +14717,6 @@ "damageTags": [ "F", "R" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -15174,14 +14830,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target.", "{@h}({@dice 2d10 + 6}) piercing damage plus ({@dice 1d6})fire damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", "{@h}({@dice 2d6 + 6}) slashing damage." ] }, @@ -15203,13 +14859,6 @@ "damageTags": [ "F", "R" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -15345,7 +14994,7 @@ { "name": "Tail", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target.", "{@h}({@dice 2d8 + 9}) bludgeoning damage." ] }, @@ -15418,16 +15067,6 @@ ], "traitTags": [ "Legendary Resistances" - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -15609,18 +15248,9 @@ { "name": "Cast a Spell (Costs 2 Actions)", "entries": [ - "The dragon casts a spell it can cast innately. " + "The dragon casts a spell it can cast innately." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -15764,7 +15394,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -15840,15 +15470,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "charisma", - "dexterity" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "wisdom" ] }, { @@ -16001,7 +15622,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -16067,14 +15688,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target.", "{@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) cold damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", "{@h}13 ({@damage 2d6 + 4}) slashing damage." ] }, @@ -16093,16 +15714,6 @@ "actionTags": [ "Breath Weapon", "Multiattack" - ], - "savingThrowForced": [ - "charisma", - "dexterity" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "strength", - "wisdom" ] }, { @@ -16257,7 +15868,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -16330,21 +15941,21 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target.", "{@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target.", "{@h}15 ({@damage 2d6 + 8}) slashing damage." ] }, { "name": "Tail", "entries": [ - "{@atk mw} {@hit 14} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 14} to hit, reach 15 ft., one target.", "{@h}17 ({@damage 2d8 + 8}) bludgeoning damage." ] }, @@ -16402,18 +16013,6 @@ ], "conditionInflict": [ "prone" - ], - "savingThrowForced": [ - "charisma", - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity", - "strength", - "wisdom" ] }, { @@ -16568,7 +16167,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -16711,18 +16310,6 @@ "conditionInflict": [ "frightened", "prone" - ], - "savingThrowForced": [ - "charisma", - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity", - "strength", - "wisdom" ] }, { @@ -16756,8 +16343,8 @@ "cr": "3", "fluff": { "entries": [ - "A palimpsest is a sheet of magical, carnivorous parchment, vellum, or paper that has become semi-sentient and animated by the magical runes it has contained ages past. It is mobile, able to rustle its way from shelf to shelf and desk to desk (as if blown about by a stray breeze), but is otherwise indistinguishable from normal paper or parchment inscribed with runes. ", - "Hideous Depictions: Upon closer inspection, a palimpsest is filled with not only ancient arcane runes, but also with drawings and diagrams depicting creatures it has absorbed in horrified poses. These may range from entrapped mice or other vermin to scholars clutching their spell books in a desperate attempt to escape the palimpsest's grasp. ", + "A palimpsest is a sheet of magical, carnivorous parchment, vellum, or paper that has become semi-sentient and animated by the magical runes it has contained ages past. It is mobile, able to rustle its way from shelf to shelf and desk to desk (as if blown about by a stray breeze), but is otherwise indistinguishable from normal paper or parchment inscribed with runes.", + "Hideous Depictions: Upon closer inspection, a palimpsest is filled with not only ancient arcane runes, but also with drawings and diagrams depicting creatures it has absorbed in horrified poses. These may range from entrapped mice or other vermin to scholars clutching their spell books in a desperate attempt to escape the palimpsest's grasp.", "Growing Library: Palimpsests only ever reproduce once there is no more room for further writing or imagery on their body. Once this happens, a small portion palimpsest may separate from the creature and eventually grow into another full sized piece of parchment. There are rumours of ancient libraries where monsters and vermin are plentiful enough to provide such sufficient sustenance that the entire archive might be populated solely by palimpsest. As far as the origins of the first palimpsest, many scholars theorize they simply came to be as mundane objects steeped in magic and exposed to the arcane over an immense period of time." ], "images": [ @@ -16816,7 +16403,7 @@ "The palimpsest can cast some of the spells that are inscribed on its body. The palimpsest's innate Spellcasting Ability is Wisdom (spell save {@dc 13}). It can innately cast the following Spells, requiring no material components: " ], "footerEntries": [ - "If a palimpsest absorbs a wizard, it may add any spells that wizard had prepared to its spell list and cast them once per long rest. " + "If a palimpsest absorbs a wizard, it may add any spells that wizard had prepared to its spell list and cast them once per long rest." ], "will": [ "{@spell dancing lights}", @@ -16861,9 +16448,6 @@ ], "damageTags": [ "Y" - ], - "savingThrowForced": [ - "intelligence" ] }, { @@ -17024,10 +16608,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" ] }, { @@ -17114,14 +16694,14 @@ { "name": "Beak", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d8 + 3}) piercing damage. A creature hit with this attack that has already taken damage is {@condition grappled} and also takes 4 ({@damage 1d8}) necrotic damage, as the snallygaster's tendrils latch on and attempt to suck the target's blood." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d8 + 3}) slashing damage. This attack scores a critical hit on a roll of 19 or 20." ] }, @@ -17142,9 +16722,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -17210,7 +16787,7 @@ { "name": "Distance Runner", "entries": [ - "When the rasclinn uses all of its movement and takes the dash action, it may move up to an additional 70 feet. " + "When the rasclinn uses all of its movement and takes the dash action, it may move up to an additional 70 feet." ] }, { @@ -17250,7 +16827,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@dice 1d8}) additional piercing damage if the rasclinn is in an empathic rage." ] } @@ -17260,9 +16837,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -17405,7 +16979,7 @@ { "name": "Rock", "entries": [ - "{@atk rw} {@hit 12} to hit, reach 60/240 ft., one target. ", + "{@atk rw} {@hit 12} to hit, reach 60/240 ft., one target.", "{@h}33 ({@damage 4d12 + 7}) bludgeoning damage." ] } @@ -17423,10 +16997,6 @@ "MW", "RCH", "RW" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -17524,13 +17094,13 @@ { "name": "Malleable Body", "entries": [ - "Whenever the golem is hit with a melee weapon attack, the creature making the attack must succeed on a {@dc 15} Strength (athletics) check, or the weapon becomes lodged in the golem's body and pulled out of the creature's hands. " + "Whenever the golem is hit with a melee weapon attack, the creature making the attack must succeed on a {@dc 15} Strength (athletics) check, or the weapon becomes lodged in the golem's body and pulled out of the creature's hands." ] }, { "name": "Melting Point", "entries": [ - "When the golem is reduced to 40 or less hit points, it begins to melt rapidly as the volatile magic that created it causes it to burn up. ", + "When the golem is reduced to 40 or less hit points, it begins to melt rapidly as the volatile magic that created it causes it to burn up.", "During this time, all creatures within 10 feet of the golem take 3 ({@damage 1d6}) fire damage at the start of their turn." ] } @@ -17554,8 +17124,8 @@ { "name": "Slam", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", - "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 8 ({@damage 1d8}) fire damage. " + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 8 ({@damage 1d8}) fire damage." ] }, { @@ -17735,7 +17305,7 @@ { "name": "Hand of Pestilence", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}18 ({@damage 6d4 + 3}) poison damage, or half as much on a successful {@dc 16} Constitution saving throw. On a failure the target is {@condition poisoned} for 1 minute." ] }, @@ -17758,13 +17328,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -17807,9 +17370,9 @@ ], "fluff": { "entries": [ - "A burning streak of light darting across the night sky can mean many things. For some, this could be considered an ill omen. For others, it might be a sign from the gods of good things to come. To the astronomer, it may be a fascinating event, deserving of further study. However, to those aware of what beings lurk in the feywild, it is something to be feared. The eye of a namorrodor scours the land in search of prey. Almost panther-like in its behaviour, this gaunt, sleek predator searches for unfortunate souls. Using its ability to sense the waning life energy of those on death's door, the namorrodor hopes for an easy kill. ", + "A burning streak of light darting across the night sky can mean many things. For some, this could be considered an ill omen. For others, it might be a sign from the gods of good things to come. To the astronomer, it may be a fascinating event, deserving of further study. However, to those aware of what beings lurk in the feywild, it is something to be feared. The eye of a namorrodor scours the land in search of prey. Almost panther-like in its behaviour, this gaunt, sleek predator searches for unfortunate souls. Using its ability to sense the waning life energy of those on death's door, the namorrodor hopes for an easy kill.", "Meteor Spirits.", - "A namorrodor spends much of its time resting in the feywild. There it remains, until the sun sets on the world of mortals. When the hour grows dark, the namorrodor emerges from its home to hunt. These creatures are often referred to as meteor spirits due to the fact that as they stalk the night sky their glowing yellow eyes are often mistaken for the light of distant stars or other bright objects seen in the heavens above. ", + "A namorrodor spends much of its time resting in the feywild. There it remains, until the sun sets on the world of mortals. When the hour grows dark, the namorrodor emerges from its home to hunt. These creatures are often referred to as meteor spirits due to the fact that as they stalk the night sky their glowing yellow eyes are often mistaken for the light of distant stars or other bright objects seen in the heavens above.", "Cautious Killers.", "These fey have four eyes, one set that glows a sickly yellow, and another that emanates a pale white light. This pair of white eyes allows them to detect and examine the life energy of mortal beings. They use these eyes to hunt prey that are easily taken down, and as a way of avoiding groups of strong enemies. Often their targets are quite elderly or very young. For this reason communities that exist nearby active openings to the feywild know to safeguard their young and elderly during nightfall. The other favourite hunting ground of the namorrodor is the battlefield after some kind of great conflict. Often soldiers and mercenaries are not well versed in the legends of the meteor spirits, making their wounded a prime target for such creatures. ", "Lone Hunters.", @@ -17908,7 +17471,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}10 ({@damage 1d12 + 4}) slashing damage. If the target hit by this attack has less than half its hit point maximum, the attack is a critical hit." ] } @@ -17926,9 +17489,6 @@ "The namorrodor teleports up to 10 ft. to an unoccupied space." ] } - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -18042,14 +17602,14 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target.", "{@h}16 ({@damage 3d6 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}). The gashadokuro has two claws, each of which can only grapple on target." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", "{@h}19 ({@damage 2d12 + 6}) piercing damage. The gashadokuro has advantage on the attack roll if the target is {@condition grappled}. If this damage reduces the target to 0 hit points, the gashadokuro kills the target by biting off its head and regains hit points equal to half of the damage dealt." ] }, @@ -18144,7 +17704,7 @@ { "name": "Hideous Appearance", "entries": [ - "When a murska consumes a living creature, within minutes its body begins to take on the appearance of the creature it consumed, albeit in a truly disgusting and grotesque way. It also gains the memories and cunning of the consumed creature. It is unlikely that someone would mistake a murska for the creature it last consumed, however a {@dc 12} perception check is required to see through a murska's horrid disguise. ", + "When a murska consumes a living creature, within minutes its body begins to take on the appearance of the creature it consumed, albeit in a truly disgusting and grotesque way. It also gains the memories and cunning of the consumed creature. It is unlikely that someone would mistake a murska for the creature it last consumed, however a {@dc 12} perception check is required to see through a murska's horrid disguise.", "Whenever a murska consumes a new creature it replaces its old shell with one that resembles the new creature. A murska's shell and mental capacity returns to its normal state after {@dice 3d6} days." ] } @@ -18305,9 +17865,6 @@ ], "damageTags": [ "Y" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -18886,7 +18443,7 @@ { "type": "item", "name": "Multiattack", - "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite. " + "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite." }, { "type": "item", @@ -18901,7 +18458,7 @@ { "type": "item", "name": "Claw", - "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher). " + "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher)." }, { "type": "item", @@ -18946,7 +18503,7 @@ "type": "entries", "name": "Kaiju Powers", "entries": [ - "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power. ", + "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power.", { "type": "list", "style": "list-hang-title", @@ -18984,7 +18541,7 @@ { "type": "item", "name": "Death Throes", - "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to. " + "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to." }, { "type": "item", @@ -19004,12 +18561,12 @@ { "type": "item", "name": "Parasites", - "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics. " + "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics." }, { "type": "item", "name": "Indestructible", - "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it. " + "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it." }, { "type": "item", @@ -19019,7 +18576,7 @@ { "type": "item", "name": "Hazardous", - "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity. " + "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity." }, { "type": "item", @@ -19146,28 +18703,28 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target.", "{@h}30 ({@damage 4d12 + 8}) piercing damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target.", "{@h}26 ({@damage 4d8 + 8}) slashing damage." ] }, { "name": "Tail Whip", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target.", "{@h}22 ({@damage 4d6 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Hooves", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target.", "{@h}17 ({@damage 2d8 + 8}) bludgeoning damage." ] }, @@ -19185,8 +18742,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "legendary": [ { @@ -19213,11 +18769,6 @@ ], "senseTags": [ "B" - ], - "savingThrowForced": [ - "dexterity", - "strength", - "wisdom" ] }, { @@ -19301,7 +18852,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}16 ({@damage 2d12 + 3}) slashing damage." ] } @@ -19401,7 +18952,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}16 ({@damage 2d12 + 3}) slashing damage." ] } @@ -19487,7 +19038,7 @@ { "name": "Siphon Blood", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d10 + 4}) piercing damage and the target's Constitution is reduced by 1. The target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target finishes a long rest." ] } @@ -19592,7 +19143,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}16 ({@damage 2d12 + 3}) slashing damage." ] } @@ -19720,28 +19271,28 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. ", + "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature.", "{@h}26 ({@damage 4d8 + 8}) slashing damage." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 10 ft., one creature. ", + "{@atk mw} {@hit 16} to hit, reach 10 ft., one creature.", "{@h}17 ({@damage 4d12 + 8}) piercing damage and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and Diablotra can't bite another target." ] }, { "name": "Sting", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. ", + "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature.", "{@h}17 ({@damage 2d8 + 8}) piercing damage and the target must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) 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 stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way." ] }, { "name": "Pierce", "entries": [ - "{@atk rw} {@hit 9} to hit, reach 200 ft., one creature. ", + "{@atk rw} {@hit 9} to hit, reach 200 ft., one creature.", "{@h}22({@dice 4d6 + 8}) piercing damage and the target must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) 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 stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way." ] }, @@ -19795,7 +19346,7 @@ ], "fluff": { "entries": [ - "It was the most peculiar thing. The sun was high in the summer sky, the weather temperate and mild. Yet the farmers across the town fervently began to usher their animals inside. The braying of beasts could be heard in all directions, as not a farmhand stood idle, working towards a combined effort the likes of which I've never seen. Surely this town was far and away from my homeland, but I wouldn't imagine the way food is grown and animals tended to be much different here than anywhere else. I was wrong. I was finally able to grab the attention of a young man who had just finished ushering his cattle into shelter, he nearly jumped out of his skin when I grabbed his shoulder. \"What in the hells!\" he exclaimed, before realizing there was no danger. I asked him what all the fuss was about, and he simply replied \"It's coming\". What was I supposed to make of that? I looked all around, confused, seemingly the only sane individual for miles on end. Then suddenly, it was quiet. Everyone had gone inside. Not a soul in the streets to be seen. I made haste towards the inn, my home away from home these past few days. Perhaps someone there would be of assistance in clearing up my ignorance to whatever the issue at hand was. I walked up the creaky wooden steps, a faint breeze blowing through the bushes. Locked. I knocked for what seemed like a good few minutes before I got any response. The wind began to pick up. \"Mister, you better find somewhere to hide\" a small voice came from the other side of the door. This simply added to my confusion, but I was starting to get concerned. My horse, who was tied up near the watering trough began to cause a stir. The wind was becoming worrisome. How in the nine hells had these people known a storm was brewing on such a clear day. The polite knocking turned to pounding. Something was wrong. I could practically cut through this feeling with a dagger. A voice deep inside of me screamed it was no longer safe. I started to panic. What was happening? The wind was now howling, yet the clouds showed no sign of tempest. At this very moment I heard the door unlatch, and a small boy was standing there, a disgruntled looking father over his shoulder. \"Come in if yer comin' in\" bellowed the man as the boy grabbed my arm and guided me towards shelter. Just as I passed over that threshold, I saw, for the briefest moment, something I'm not fully sure I can describe. The sun was blotted out of the sky. At mid day, it became night. A shadow cast over the entire town. The wind became so violent, trees struggled to keep themselves within the dirt. Then there was that sound. A low, gut wrenching tone vibrated the very structure I stood upon. As the innkeep secured the door behind us, I rushed to the window. Pressed against the floor, revealing as little of myself as possible, I peered through the wooden reinforcements that covered most of the window. What I saw, was my horse. He was sailing through the air, grasped in the clutches of a monster the likes of which I have never conceived. The look on my face must have betrayed my state, as the boy sidled over to me, answering the question that would not escape my lips. In a soft tone, he simply said, \"Diablotra\". ", + "It was the most peculiar thing. The sun was high in the summer sky, the weather temperate and mild. Yet the farmers across the town fervently began to usher their animals inside. The braying of beasts could be heard in all directions, as not a farmhand stood idle, working towards a combined effort the likes of which I've never seen. Surely this town was far and away from my homeland, but I wouldn't imagine the way food is grown and animals tended to be much different here than anywhere else. I was wrong. I was finally able to grab the attention of a young man who had just finished ushering his cattle into shelter, he nearly jumped out of his skin when I grabbed his shoulder. \"What in the hells!\" he exclaimed, before realizing there was no danger. I asked him what all the fuss was about, and he simply replied \"It's coming\". What was I supposed to make of that? I looked all around, confused, seemingly the only sane individual for miles on end. Then suddenly, it was quiet. Everyone had gone inside. Not a soul in the streets to be seen. I made haste towards the inn, my home away from home these past few days. Perhaps someone there would be of assistance in clearing up my ignorance to whatever the issue at hand was. I walked up the creaky wooden steps, a faint breeze blowing through the bushes. Locked. I knocked for what seemed like a good few minutes before I got any response. The wind began to pick up. \"Mister, you better find somewhere to hide\" a small voice came from the other side of the door. This simply added to my confusion, but I was starting to get concerned. My horse, who was tied up near the watering trough began to cause a stir. The wind was becoming worrisome. How in the nine hells had these people known a storm was brewing on such a clear day. The polite knocking turned to pounding. Something was wrong. I could practically cut through this feeling with a dagger. A voice deep inside of me screamed it was no longer safe. I started to panic. What was happening? The wind was now howling, yet the clouds showed no sign of tempest. At this very moment I heard the door unlatch, and a small boy was standing there, a disgruntled looking father over his shoulder. \"Come in if yer comin' in\" bellowed the man as the boy grabbed my arm and guided me towards shelter. Just as I passed over that threshold, I saw, for the briefest moment, something I'm not fully sure I can describe. The sun was blotted out of the sky. At mid day, it became night. A shadow cast over the entire town. The wind became so violent, trees struggled to keep themselves within the dirt. Then there was that sound. A low, gut wrenching tone vibrated the very structure I stood upon. As the innkeep secured the door behind us, I rushed to the window. Pressed against the floor, revealing as little of myself as possible, I peered through the wooden reinforcements that covered most of the window. What I saw, was my horse. He was sailing through the air, grasped in the clutches of a monster the likes of which I have never conceived. The look on my face must have betrayed my state, as the boy sidled over to me, answering the question that would not escape my lips. In a soft tone, he simply said, \"Diablotra\".", { "type": "entries", "name": "Kaiju Template", @@ -20226,7 +19777,7 @@ { "type": "item", "name": "Multiattack", - "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite. " + "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite." }, { "type": "item", @@ -20241,7 +19792,7 @@ { "type": "item", "name": "Claw", - "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher). " + "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher)." }, { "type": "item", @@ -20286,7 +19837,7 @@ "type": "entries", "name": "Kaiju Powers", "entries": [ - "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power. ", + "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power.", { "type": "list", "style": "list-hang-title", @@ -20324,7 +19875,7 @@ { "type": "item", "name": "Death Throes", - "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to. " + "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to." }, { "type": "item", @@ -20344,12 +19895,12 @@ { "type": "item", "name": "Parasites", - "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics. " + "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics." }, { "type": "item", "name": "Indestructible", - "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it. " + "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it." }, { "type": "item", @@ -20359,7 +19910,7 @@ { "type": "item", "name": "Hazardous", - "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity. " + "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity." }, { "type": "item", @@ -20383,11 +19934,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/alP2HRt.png", - "savingThrowForced": [ - "constitution", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/alP2HRt.png" }, { "name": "Praesigira", @@ -20869,7 +20416,7 @@ { "type": "item", "name": "Multiattack", - "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite. " + "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite." }, { "type": "item", @@ -20884,7 +20431,7 @@ { "type": "item", "name": "Claw", - "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher). " + "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher)." }, { "type": "item", @@ -20929,7 +20476,7 @@ "type": "entries", "name": "Kaiju Powers", "entries": [ - "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power. ", + "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power.", { "type": "list", "style": "list-hang-title", @@ -20967,7 +20514,7 @@ { "type": "item", "name": "Death Throes", - "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to. " + "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to." }, { "type": "item", @@ -20987,12 +20534,12 @@ { "type": "item", "name": "Parasites", - "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics. " + "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics." }, { "type": "item", "name": "Indestructible", - "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it. " + "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it." }, { "type": "item", @@ -21002,7 +20549,7 @@ { "type": "item", "name": "Hazardous", - "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity. " + "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity." }, { "type": "item", @@ -21084,7 +20631,7 @@ { "name": "Parasites", "entries": [ - "Praesigira's body acts as host to a collective of blood worms. At the end of Praesigira's turn, 2 ({@dice 1d4}) {@creature Praesigira Parasite|dungeondadstatblocks}s emerge from Praesigira's tough shell. They appear in a space that is within 10 feet of Praesigira. If no space is available, they fail to appear. They are considered part of the CR calculation for Praesigira, and therefore yield no experience points unless encountered independent of Praesigira host. These parasites act on the same initiative as Praesigira. " + "Praesigira's body acts as host to a collective of blood worms. At the end of Praesigira's turn, 2 ({@dice 1d4}) {@creature Praesigira Parasite|dungeondadstatblocks}s emerge from Praesigira's tough shell. They appear in a space that is within 10 feet of Praesigira. If no space is available, they fail to appear. They are considered part of the CR calculation for Praesigira, and therefore yield no experience points unless encountered independent of Praesigira host. These parasites act on the same initiative as Praesigira." ] } ], @@ -21157,9 +20704,6 @@ "Praesigira makes one bite attack." ] } - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -21240,7 +20784,7 @@ { "name": "Siphon Blood", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d10 + 4}) piercing damage and the target's Constitution is reduced by 1. The target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target finishes a long rest." ] } @@ -21299,13 +20843,13 @@ "cr": "5", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21376,9 +20920,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -21420,13 +20961,13 @@ "cr": "11", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21529,10 +21070,6 @@ "The dragon has exceptional control over its ability to breathe searing plasma. The Plasma Breath and Plasma Spear actions both use the dragon's shored up plasma reserve, so if one ability is used, it must recharge before the other can be used." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity" ] }, { @@ -21574,13 +21111,13 @@ "cr": "18", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21731,11 +21268,6 @@ "The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -21777,13 +21309,13 @@ "cr": "25", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21934,11 +21466,6 @@ "The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -22044,7 +21571,7 @@ { "name": "Mimicry", "entries": [ - "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc. " + "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc." ] } ], @@ -22073,7 +21600,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}17 ({@damage 3d8 + 4}) piercing damage plus 9 ({@damage 2d8}) acid damage." ] }, @@ -22097,9 +21624,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22206,7 +21730,7 @@ { "name": "Mimicry", "entries": [ - "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc. " + "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc." ] } ], @@ -22235,7 +21759,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}22 ({@damage 4d8 + 4}) piercing damage plus 13 ({@damage 3d8}) acid damage." ] }, @@ -22249,7 +21773,7 @@ { "name": "Constrict", "entries": [ - "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter. ", + "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter.", "{@h}22 ({@damage 4d8 + 4}) bludgeoning damage. The house hunter may use this attack as a bonus action." ] } @@ -22269,9 +21793,6 @@ ], "languageTags": [ "C" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22390,7 +21911,7 @@ { "name": "Mimicry", "entries": [ - "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc. " + "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc." ] } ], @@ -22419,7 +21940,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target.", "{@h}26 ({@damage 5d8 + 4}) piercing damage plus 18 ({@damage 4d8}) acid damage." ] }, @@ -22433,7 +21954,7 @@ { "name": "Constrict", "entries": [ - "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter. ", + "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter.", "{@h}26 ({@damage 5d8 + 4}) bludgeoning damage. The house hunter may use this attack as a bonus action." ] } @@ -22453,9 +21974,6 @@ ], "languageTags": [ "C" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22525,7 +22043,7 @@ { "name": "Mind-Fog Aura", "entries": [ - "The sibyllic guardian is surrounded by a psionic aura that can cloud the minds of their enemies. Creatures of the guardian's choosing within 20 ft. have disadvantage on attack rolls and saving throws unless they can make a {@dc 17} Wisdom saving throw at the start of their turn. A creature that succeeds is immune to the guardian's mind-fog aura for 24 hours. " + "The sibyllic guardian is surrounded by a psionic aura that can cloud the minds of their enemies. Creatures of the guardian's choosing within 20 ft. have disadvantage on attack rolls and saving throws unless they can make a {@dc 17} Wisdom saving throw at the start of their turn. A creature that succeeds is immune to the guardian's mind-fog aura for 24 hours." ] }, { @@ -22558,7 +22076,7 @@ { "name": "Brain Lock (3/Day)", "entries": [ - "The guardian attempts to lock the higher mind of a creature it can see within 120 ft. The target must succeed on a {@dc 17} Intelligence saving throw or be unable to cast spells or use psionic abilities for 1 minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success. " + "The guardian attempts to lock the higher mind of a creature it can see within 120 ft. The target must succeed on a {@dc 17} Intelligence saving throw or be unable to cast spells or use psionic abilities for 1 minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success." ] }, { @@ -22608,8 +22126,7 @@ "Y" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "fluff": { "entries": [ @@ -22628,16 +22145,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/Opx57vj.png", - "savingThrowForced": [ - "charisma", - "intelligence", - "wisdom" - ], - "savingThrowForcedSpell": [ - "intelligence", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/Opx57vj.png" }, { "name": "Boneyard", @@ -22678,7 +22186,7 @@ "entries": [ "The pile of bones before you stirs. They rise and reform into some kind of grotesque figure. As each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones and sinew, its head the skull of some unnamed and long-dead beast.", "Body of Bones. A boneyard is an undead creature made entirely from the bones of other dead creatures. However, unlike a skeleton or similar monster, a boneyard's form is fluid in the sense that it can appear merely as a pile of bones, or as a serpent composed of bones, or some other form of its choice. Boneyards have been called by many names, depending upon where they are encountered, including bone weirds, dancing bones, and bonetakers.", - "Common Conglomerates. The actual skeletons and bones that make up the overall body of the boneyard can vary as widely as there are creatures with skeletal structures. Most boneyards form either through foul necromantic summoning rituals or spontaneously as a result of latent necrotic energy, but in either case, the bones that form the initial creature are often gathered from the same place. It is most common that a boneyard will consist of bones from a battlefield, graveyard, mausoleum, or other mass collection of corpses. As such, newly created boneyards often have a degree of consistency about them. For example, the bones in a boneyard born of a battlefield might cling to scraps of armor or banners from the two clashing armies. ", + "Common Conglomerates. The actual skeletons and bones that make up the overall body of the boneyard can vary as widely as there are creatures with skeletal structures. Most boneyards form either through foul necromantic summoning rituals or spontaneously as a result of latent necrotic energy, but in either case, the bones that form the initial creature are often gathered from the same place. It is most common that a boneyard will consist of bones from a battlefield, graveyard, mausoleum, or other mass collection of corpses. As such, newly created boneyards often have a degree of consistency about them. For example, the bones in a boneyard born of a battlefield might cling to scraps of armor or banners from the two clashing armies.", "Undead Nature. A boneyard doesn't require air, food, drink, or sleep." ], "images": [ @@ -22766,9 +22274,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22813,8 +22318,8 @@ "fluff": { "entries": [ "This hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features.", - "Ugothol. Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unravelled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find\u2014the closest they could come to the aquatic cities they once considered home.", - "Horrible Transfiguration. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes and is not something the Ugothol enjoys doing. An Ugothol typically seeks a private place to transform, avoiding even others of its own kind. As much as warping themselves into another shape is unpleasant, the sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria for the Ugothol. ", + "Ugothol. Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unravelled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find—the closest they could come to the aquatic cities they once considered home.", + "Horrible Transfiguration. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes and is not something the Ugothol enjoys doing. An Ugothol typically seeks a private place to transform, avoiding even others of its own kind. As much as warping themselves into another shape is unpleasant, the sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria for the Ugothol.", "Unique Diets. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural form, they have three hollow tongues which they use to penetrate and lap blood from their victims. Most Ugothol wait until a victim is helpless or asleep before attempting to drink its blood since this imposes the lowest risk." ], "images": [ @@ -22888,7 +22393,7 @@ { "name": "Multiattack", "entries": [ - "The faceless stalker makes two melee attacks. " + "The faceless stalker makes two melee attacks." ] }, { @@ -22911,8 +22416,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "conditionInflict": [ "grappled" @@ -23005,21 +22509,21 @@ { "name": "Greatsword", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target.", "{@h}30 ({@damage 6d6 + 9}) slashing damage and 9 ({@damage 2d8}) lightning damage." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target.", "{@h}20 ({@damage 2d10 + 9}) piercing damage and 9 ({@damage 2d8}) lightning damage." ] }, { "name": "Frightful Presence", "entries": [ - "Each creature of the godslayer's choice that is within 120 feet of the godslayer and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the godslayer's Frightful Presence for the next 24 hours. " + "Each creature of the godslayer's choice that is within 120 feet of the godslayer and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the godslayer's Frightful Presence for the next 24 hours." ] }, { @@ -23037,8 +22541,7 @@ "miscTags": [ "MW", "RCH", - "AOE", - "MLW" + "AOE" ], "fluff": { "images": [ @@ -23051,12 +22554,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/0d5pCol.png", - "savingThrowForced": [ - "dexterity", - "strength", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/0d5pCol.png" }, { "name": "Blindheim", @@ -23122,7 +22620,7 @@ { "name": "Blinding Gaze", "entries": [ - "A blindheim's eyes emit a 30 ft. cone of bright light. Any creature within that area must make a {@dc 13} Dexterity save, or be {@condition blinded} for 1 hour. Creatures who succeed on this save are immune to the blinding effect of a blindheim's gaze for 24 hours, however they are still unable to look directly at a source of such bright light and make all attacks at disadvantage as long as they are within the 30 ft. cone emitted by the blindheim. ", + "A blindheim's eyes emit a 30 ft. cone of bright light. Any creature within that area must make a {@dc 13} Dexterity save, or be {@condition blinded} for 1 hour. Creatures who succeed on this save are immune to the blinding effect of a blindheim's gaze for 24 hours, however they are still unable to look directly at a source of such bright light and make all attacks at disadvantage as long as they are within the 30 ft. cone emitted by the blindheim.", "A blindheim can control this ability and choose to stop or start emitting light at any time, even if it is not its turn." ] } @@ -23254,14 +22752,14 @@ { "name": "Hooves", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}11 ({@damage 2d6 + 3}) bludgeoning damage." ] }, { "name": "Disenchant", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., targets one magical item. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., targets one magical item.", "{@h}The disenchanter extends its long snout and uses it to latch on to a magical item it can see or sense with its Magical Scent ability. It then drains one magical property from that item permanently. If the item is a weapon or armour that provides a +1 bonus or greater, it reduces the number of the bonus provided by 1. If the bonus is reduced to 0 the item ceases to be considered magical. If the item has charges, such as a staff or wand, remove 18 ({@dice 4d8}) charges from the item. If this ability is used on an artifact, the item regains its magical properties after 1 week." ] } @@ -23274,9 +22772,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -23380,7 +22875,7 @@ { "name": "Web (Spider or Hybrid Form Only)", "entries": [ - "Ranged, 50 ft., targets all large or smaller creatures in a 10 ft. area. ", + "Ranged, 50 ft., targets all large or smaller creatures in a 10 ft. area.", "All creatures in the targeted area are {@condition restrained}, and may attempt a {@dc 13} acrobatics check to get free, or a {@dc 16} athletics check to break the webbing." ] }, @@ -23420,8 +22915,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "reaction": [ { @@ -23513,28 +23007,28 @@ { "name": "Multiattack", "entries": [ - "The gray render makes a bite attack and two claw attacks. " + "The gray render makes a bite attack and two claw attacks." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. ", - "{@h}16 ({@damage 2d8 + 7}) piercing damage. ", + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target.", + "{@h}16 ({@damage 2d8 + 7}) piercing damage.", "Any creature hit by this attack is automatically {@condition grappled}." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. ", - "{@h}11 ({@damage 1d8 + 7}) slashing damage, and if that target is a creature it must succeed on a {@dc 17} Athletics or Acrobats check. If the target fails the check, the gray render knocks them 10 ft. in a direction of its choosing. " + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target.", + "{@h}11 ({@damage 1d8 + 7}) slashing damage, and if that target is a creature it must succeed on a {@dc 17} Athletics or Acrobats check. If the target fails the check, the gray render knocks them 10 ft. in a direction of its choosing." ] }, { "name": "Rend", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 5 ft., one {@condition grappled} creature. ", + "{@atk mw} {@hit 11} to hit, reach 5 ft., one {@condition grappled} creature.", "{@h}29 ({@damage 5d8 + 7}) slashing damage. A gray render has advantage on attack rolls made with rend, and may re-roll 1s and 2s on all damage dice rolls, but must use the re-rolled result, even if it is lower.", "Any creature who takes more than 33 points of damage from a single Rend attack, loses a limb. Roll on the table below to determine which limb is lost. Any creature who is reduced to 0 hit points by a rend attack, is torn to shreds, and immediately dies. This creature can only be returned to life with a resurrection spell, a combination of Regenerate and any resurrection spell, or an equivalent effect.", { @@ -23605,9 +23099,9 @@ { "name": "Body Sweep", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 11} to hit, reach 15 ft., one target.", "{@h}20 ({@damage 2d12 + 7}) bludgeoning damage, and the creature hit by this attack is knocked {@condition prone}, and moved 20 ft. in a direction of the render's choosing.", - "The gray render must have a creature {@condition grappled} to use this ability. When a gray render takes damage from a melee attack, as a reaction, the gray render may swing the body of a creature it is currently grappling, and attempt to strike the creature that just caused damage to it. The {@condition grappled} creature takes half the amount of damage dealt by this attack, and may make a {@dc 17} Acrobatics or Athletics check to attempt to escape the grapple at the end of the attack. " + "The gray render must have a creature {@condition grappled} to use this ability. When a gray render takes damage from a melee attack, as a reaction, the gray render may swing the body of a creature it is currently grappling, and attempt to strike the creature that just caused damage to it. The {@condition grappled} creature takes half the amount of damage dealt by this attack, and may make a {@dc 17} Acrobatics or Athletics check to attempt to escape the grapple at the end of the attack." ] } ], @@ -23709,20 +23203,20 @@ "name": "Cannibal's Bite", "entries": [ "{@atk mw} {@hit 10} to hit, targets one creature dominated by the wendigo.", - "{@h}25 ({@damage 4d8 + 7}) Piercing damage, and the wendigo regains HP equal to half the damage dealt, rounded down. " + "{@h}25 ({@damage 4d8 + 7}) Piercing damage, and the wendigo regains HP equal to half the damage dealt, rounded down." ] }, { "name": "Inflame the Hungry (Recharge when no creature is affected by this power).", "entries": [ - "One creature within 50 ft. of the wednigo takes 22 ({@damage 4d8 + 4}) Psychic damage, or half as much on a successful WIS save ({@dc 17}). If that target fails to make the WIS save, it is also dominated by the wendigo as the {@spell Dominate Person} spell. " + "One creature within 50 ft. of the wednigo takes 22 ({@damage 4d8 + 4}) Psychic damage, or half as much on a successful WIS save ({@dc 17}). If that target fails to make the WIS save, it is also dominated by the wendigo as the {@spell Dominate Person} spell." ] }, { "name": "Feeding Frenzy (1/day)", "entries": [ - "The wendigo afflicts all creatures with less then their maximum hp into a feeding frenzy. All creatures targeted by this attack must make a charisma save ({@dc 15}) or be forced to make a Cannibal's Bite attack against a target of the wendigo's choosing. If no targets are close enough, the wendigo can force a creature affected by this power to use it's reaction to move close enough to another target and make the attack. ", - "If a creature affected by this power fails its save by more than 5, it is also dominated as though under the effects of the {@spell Dominate Person} spell. " + "The wendigo afflicts all creatures with less then their maximum hp into a feeding frenzy. All creatures targeted by this attack must make a charisma save ({@dc 15}) or be forced to make a Cannibal's Bite attack against a target of the wendigo's choosing. If no targets are close enough, the wendigo can force a creature affected by this power to use it's reaction to move close enough to another target and make the attack.", + "If a creature affected by this power fails its save by more than 5, it is also dominated as though under the effects of the {@spell Dominate Person} spell." ] } ], @@ -23792,7 +23286,7 @@ "dusky feathered wings. Its loose-fitting robes are decorated with", "polished bits of blades taken from fallen enemies, and a grey-indigo vapour rises from the top of its head.", "Perfectly Balanced. Possessing both celestial and demonic heritage, the concordant killers are beings of pure neutrality. Some say concordant killers were an experiment by gods of neutrality, who sought to create the perfect stewards for maintaining the cosmic balance. Others hold that they were created by a long-forgotten demigod to serve as bodyguards. It is theorised that, whatever their original purpose, they failed in that endeavour, and their master was lost to a cosmic rival. Left without direction, they settled into the role of mercenaries. Whatever the truth, as beings of neutrality, concordant killers are concerned with the balance of all forces in the planes. They understand that defeating a powerful foe might tip the scales one way or another. Therefore they track their kills as a group, endeavouring to distribute their prey evenly among the the forces of the multiverse. . They keep the location of such meetings secret, though many sages believe they congregate near the central spire of the Outlands. Even deities' magic is impeded there, making it a perfect spot for clandestine gatherings.", - "The Last of Their Kind. Concordant killers do not reproduce, so every one that falls in battle forever reduces their number. Anyone who destroys a concordant killer inevitably becomes the target of its irate and vengeful kin. They exist in their current state to hunt down and destroy other powerful creatures. Effective yet discreet, they are highly sought after by powerful entities such as demon lords, demigods, and even deities to do their dirty work. A concordant killer is dismissive of any prospective employer, though, unless offered substantial payment. Concordant killers trade their services for favours, having little need for material possessions. Sometimes they request these favours at the time of hiring, but usually a contract for future payment suffices. Even gods are indebted to the concordant killers and so might look the other way, leave a planar portal open, provide information on a target's whereabouts, or undertake other favours that help the killers achieve their objectives. In the case of a recent death among their ranks, the favour may include the resurrection of a fallen comrade. ", + "The Last of Their Kind. Concordant killers do not reproduce, so every one that falls in battle forever reduces their number. Anyone who destroys a concordant killer inevitably becomes the target of its irate and vengeful kin. They exist in their current state to hunt down and destroy other powerful creatures. Effective yet discreet, they are highly sought after by powerful entities such as demon lords, demigods, and even deities to do their dirty work. A concordant killer is dismissive of any prospective employer, though, unless offered substantial payment. Concordant killers trade their services for favours, having little need for material possessions. Sometimes they request these favours at the time of hiring, but usually a contract for future payment suffices. Even gods are indebted to the concordant killers and so might look the other way, leave a planar portal open, provide information on a target's whereabouts, or undertake other favours that help the killers achieve their objectives. In the case of a recent death among their ranks, the favour may include the resurrection of a fallen comrade.", "Immortal Nature. A concordant killer doesn't require food, drink, or sleep." ], "images": [ @@ -23917,12 +23411,7 @@ "P" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForcedSpell": [ - "charisma", - "dexterity" + "MW" ] }, { @@ -24023,7 +23512,7 @@ { "name": "Void Feedback", "entries": [ - "When an enemy within 30 ft. hits a nullifier with an attack, the nullifier may give 5 temporary hit points to an ally that is within 30 ft. " + "When an enemy within 30 ft. hits a nullifier with an attack, the nullifier may give 5 temporary hit points to an ally that is within 30 ft." ] }, { @@ -24052,7 +23541,7 @@ { "name": "Linked Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}23 ({@damage 3d10 + 7}) bludgeoning damage plus 3 ({@damage 1d6}) necrotic damage.", "The nullifier teleports an ally within 30 ft. into a space adjacent to the target." ] @@ -24060,7 +23549,7 @@ { "name": "Siphon Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}23 ({@damage 3d10 + 7}) bludgeoning damage plus 3 ({@damage 1d6}) necrotic damage.", "Any creature hit has all temporary hit points reduced to 0, and any enchantments placed on the target end." ] @@ -24068,14 +23557,14 @@ { "name": "Draining Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}12 ({@damage 1d10 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 17} Constitution saving throw or suffer from spirit drain for 1 minute and be fatigued. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature suffering from spirit drain takes {@damage 1d10} necrotic damage at the start of its turn." ] }, { "name": "Amplifying Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}10 ({@damage 1d6 + 7}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage.", "Any creature within 15 ft. of the nullifier that is taking ongoing damage, takes one instance of that damage immediately." ] @@ -24097,9 +23586,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -24230,7 +23716,7 @@ { "name": "Chain Rake", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and is subject to the Wicked Chains trait. ", + "{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and is subject to the Wicked Chains trait.", "Any creature hit by this attack must also succeed on {@dc 17} an strength save (Athletics) or a dexterity save (Acrobatics), or be knocked {@condition prone} and pulled 10 ft. closer to the chain golem. If this effect would bring the creature into the chain golem's square, the creature is {@condition grappled} by the chain golem." ] }, @@ -24361,17 +23847,17 @@ "name": "Vile Swarm", "entries": [ "{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, and the target must make a DEX save ({@dc 17}).", - "On a failed save, the target takes an additional 9 ({@damage 2d8}) piercing damage, and continues to take this damage the the start of each of their turns, as the swarm of insects bite at their flesh. ", - "On a successful save the target takes no further damage. The target is allowed a new save at the beginning of each turn. " + "On a failed save, the target takes an additional 9 ({@damage 2d8}) piercing damage, and continues to take this damage the the start of each of their turns, as the swarm of insects bite at their flesh.", + "On a successful save the target takes no further damage. The target is allowed a new save at the beginning of each turn." ] }, { "name": "Vile Infestation", "entries": [ - "{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) piercing damage, and the target is dominated as per the {@spell dominate monster} spell. The ruin demon enters the targets square, and enters the target via ear, mouth, and eye holes. ", - "At the start of the targets turn, it must make a CON save ({@dc 17}) or continue to be dominated by the ruin demon. ", + "{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) piercing damage, and the target is dominated as per the {@spell dominate monster} spell. The ruin demon enters the targets square, and enters the target via ear, mouth, and eye holes.", + "At the start of the targets turn, it must make a CON save ({@dc 17}) or continue to be dominated by the ruin demon.", "On the ruin demons turn, it deals 9 ({@damage 2d8}) piercing damage to the target, and ends its turn.", - "This effect can only be broken by the target succeeding on their save, a {@spell Protection From Evil and Good} spell, a {@spell Banishment} spell, or equivalent magic. " + "This effect can only be broken by the target succeeding on their save, a {@spell Protection From Evil and Good} spell, a {@spell Banishment} spell, or equivalent magic." ] } ], @@ -24460,7 +23946,7 @@ { "name": "Destructive Possession", "entries": [ - "When the rotfiend is reduced to 0 Hit Points, the skins sewn together to form its body separate, freeing the trapped spirit inside. If any creature is within 10 ft. of the rotfiend when this happens, it will attempt to possess them. The targeted creature must make a charisma save ({@dc 15}) or be possessed. ", + "When the rotfiend is reduced to 0 Hit Points, the skins sewn together to form its body separate, freeing the trapped spirit inside. If any creature is within 10 ft. of the rotfiend when this happens, it will attempt to possess them. The targeted creature must make a charisma save ({@dc 15}) or be possessed.", "If the creature becomes possessed, the rotfiend now controls the body but doesn't deprive the target of awareness. The rotfiend can't be targeted by any attack spell, or other effect, except ones that turn Undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition Charmed} and {@condition Frightened}. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies.", "The possession lasts until the body drops to 0 hit points, or the rotfiend is turned or forced out by an effect like the {@spell Dispel Evil and Good} spell. When the possession ends, rotfiend's spirit is sent back to its plane of origin, unless otherwise destroyed." ] @@ -24482,9 +23968,9 @@ { "name": "Floating Despair", "entries": [ - "The rotfiend creates a 20 foot radius of dark miasma in an area within 100 feet of it. This zone is considered magical darkness. Any creature that starts it's turn in the effected area takes 11 ({@damage 2d10}) Psychic damage. In addition, if the rotfiend makes an attack roll against a creature within the miasma, it does so with advantage. ", + "The rotfiend creates a 20 foot radius of dark miasma in an area within 100 feet of it. This zone is considered magical darkness. Any creature that starts it's turn in the effected area takes 11 ({@damage 2d10}) Psychic damage. In addition, if the rotfiend makes an attack roll against a creature within the miasma, it does so with advantage.", "The rotfiend is able to move the zone up to 25 ft. at the start of each of it's turns.", - "The zone lasts for 10 minutes, or until the rotfiend's concentration is broken. " + "The zone lasts for 10 minutes, or until the rotfiend's concentration is broken." ] }, { @@ -24579,7 +24065,7 @@ { "name": "Psychic Shield (2/Long Rest)", "entries": [ - "When the Raavasta is attacked by any source of damage, as a reaction, it may put up a psychic shield, granting it resistance to all damage types until the start of its next turn. " + "When the Raavasta is attacked by any source of damage, as a reaction, it may put up a psychic shield, granting it resistance to all damage types until the start of its next turn." ] } ], @@ -24644,10 +24130,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/4Fmns7I.png", - "savingThrowForced": [ - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/4Fmns7I.png" }, { "name": "Pod Demon", @@ -24765,7 +24248,7 @@ { "name": "Generate Podspawn (2/day)", "entries": [ - "As an action, if the Pod Demon has fewer than 4 Podspawn, it spawns Podspawn into any unoccupied space within 10 ft. of itself, bringing the total number of Podspawn to 4. ", + "As an action, if the Pod Demon has fewer than 4 Podspawn, it spawns Podspawn into any unoccupied space within 10 ft. of itself, bringing the total number of Podspawn to 4.", "Any other creatures within 10 ft. of the Pod Demon take 14 ({@damage 3d6 + 5}) poison damage, or half as much on a successful dexterity save ({@dc 13})." ] }, @@ -24780,7 +24263,7 @@ { "name": "Spawn", "entries": [ - "If a Pod Demon has fewer than 4 Podspawn at the start of it's turn, it spawns one {@creature Podspawn|dungeondadstatblocks} within 10 ft. of it, into an unoccupied space. " + "If a Pod Demon has fewer than 4 Podspawn at the start of it's turn, it spawns one {@creature Podspawn|dungeondadstatblocks} within 10 ft. of it, into an unoccupied space." ] }, { @@ -24934,7 +24417,7 @@ "fluff": { "entries": [ "This humanoid figure is armed with a sturdy club bearing jagged ridges of obsidian and a shield that displays the image of a multi-headed beast wrapped with tentacles. They wear what appears to be the hide of a demonic lion. The underside of this pelt is raw muscle, fusing to the person's skin and becoming one with them. The beast's head rears up around the person's head, while its arms, hanging down from the warrior's shoulders, writhe like snakes ready to strike.", - "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one. ", + "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one.", "Ancient Weaponry Many cults of Demogorgon have existed far before the current age of civilization. While most certainly mad, these cults often uphold the traditions that have prevailed since their inception, particularly in their tools of bloodshed. The macuahuitl is one such weapon. While not invented by one such cult, it was common use in the time when many cults of Demogorgon held their apex of power. A brutal weapon, the macuahuitl is a fine club crafted to house dozens of extremely sharp obsidian shards. This weapon is unparalleled in raw destructive power, however it is quite fragile, and often in the ferocity of battle the obsidian elements will break, crack, or find themselves in need of replacement. ", "Natural Poisons Skinwalkers are fond of augmenting their attacks with poison. As survivalists they are extremely knowledgeable when discerning which plants and other natural elements can be used to inflict terrible pain. Their constant exposure to such substances has granted them a degree of resistance to their own poisons as well as a terrific offensive option." ], @@ -24994,34 +24477,34 @@ { "name": "Multiattack", "entries": [ - "The skinwalker makes two claw attacks and two other melee attacks, or two attacks with its longbow. " + "The skinwalker makes two claw attacks and two other melee attacks, or two attacks with its longbow." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d6 + 4}) slashing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] }, { "name": "Macuahuitl", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", - "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired. " + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", + "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired." ] }, { "name": "Shield Bash", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d4 + 4}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Longbow", "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature. ", + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature.", "{@h}7 ({@damage 1d8 + 3}) piercing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] } @@ -25044,10 +24527,7 @@ "RW", "RNG" ], - "tokenUrl": "https://i.imgur.com/t5cKaRZ.png", - "savingThrowForced": [ - "strength" - ] + "tokenUrl": "https://i.imgur.com/t5cKaRZ.png" }, { "name": "Chillfire Destroyer", @@ -25146,7 +24626,7 @@ { "name": "Firecore Breach", "entries": [ - "When the Chillfire Destroyer reaches 0 HP, it does not die until the start of it's next turn. Until then, the Destroyer can take no actions. At the start of it's next turn, it explodes, exuding a furious blast of pure elemental flame. ", + "When the Chillfire Destroyer reaches 0 HP, it does not die until the start of it's next turn. Until then, the Destroyer can take no actions. At the start of it's next turn, it explodes, exuding a furious blast of pure elemental flame.", "Every creature within 15 ft. takes 28 ({@damage 4d10 + 6}) fire damage, or half us much on a successful ({@dc 14}) Dexterity Saving Throw." ] } @@ -25160,7 +24640,7 @@ { "name": "Trample", "entries": [ - "when the Chillfire Destroyer moves, the Destroyer can choose to move through an opponents square. The opponent must make a {@dc 16} Dexterity Saving Throw or be knocked {@condition prone}. " + "when the Chillfire Destroyer moves, the Destroyer can choose to move through an opponents square. The opponent must make a {@dc 16} Dexterity Saving Throw or be knocked {@condition prone}." ] } ], @@ -25183,13 +24663,10 @@ { "name": "Icy Shell", "entries": [ - "As the Chillfire Destroyer loses health, its icy shell gives way freeing its movement. If the Chillfire Destroyer is at 50% (86) or less of its maximum hit points, Its speed increases from 25 ft. to 50 ft. If the Chillfire Destroyer is at 25% (43) or less of its maximum hit points, Its speed increases from 50 ft. to 100 ft. " + "As the Chillfire Destroyer loses health, its icy shell gives way freeing its movement. If the Chillfire Destroyer is at 50% (86) or less of its maximum hit points, Its speed increases from 25 ft. to 50 ft. If the Chillfire Destroyer is at 25% (43) or less of its maximum hit points, Its speed increases from 50 ft. to 100 ft." ], "type": "variant" } - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -25391,14 +24868,14 @@ "name": "Hurtling Thunderstone", "entries": [ "{@atk rw} {@hit 8} to hit, range 100/100 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage, plus 3 ({@damage 1d6}) thunder damage. If this attack misses, the target must make a DEX save ({@dc 16}) or take half damage.", - "At the start of the Fury's next turn, there is an explosion in a 10 ft. radius, centred on the location where the previous target was located. ", + "At the start of the Fury's next turn, there is an explosion in a 10 ft. radius, centred on the location where the previous target was located.", "All creatures in the blast radius take 13 ({@damage 1d12 + 6}) thunder damage, or half as much on a successful consitution save ({@dc 16})." ] }, { "name": "Shrapnel Burst", "entries": [ - "All creatures within 10 ft. of the Stormstone Fury take 10 ({@damage 1d6 + 6}) bludgeoning damage, and 3 ({@damage 1d6}) thunder damage, or half as much on a successful CON save ({@dc 16}). ", + "All creatures within 10 ft. of the Stormstone Fury take 10 ({@damage 1d6 + 6}) bludgeoning damage, and 3 ({@damage 1d6}) thunder damage, or half as much on a successful CON save ({@dc 16}).", "Any creatures who fail their save also get knocked back 10 feet away from the Stormstone Fury." ] } @@ -25452,7 +24929,7 @@ "myriad tentacles waving like antennae. They are eyeless, their ", "bodies little more than gaping jaws filled with teeth, yet they ", "move unerringly toward you.", - "Crafted Horrors. Magerippers are extremely bizarre creatures. It is highly unlikely that they came about by any natural means and it is generally agreed that they were deliberately created for some unknown purpose. One thing, however, is certain; they are reviled as pests in small numbers and greatly feared in swarms, especially by those who cast magic. ", + "Crafted Horrors. Magerippers are extremely bizarre creatures. It is highly unlikely that they came about by any natural means and it is generally agreed that they were deliberately created for some unknown purpose. One thing, however, is certain; they are reviled as pests in small numbers and greatly feared in swarms, especially by those who cast magic.", "Arcane Diets. The creatures that make up the swarm can subsist on meat, but they thrive on magical energy and prefer to live where that food source is easy to find. Such swarms are real threats in larger cities, where they infest the magic districts and threaten to claim entire shops that deal in anything magical if not quelled. Although they cannot consume the magical energy stored in magic items, the auras of such items still attract mageripper swarms, much as a candle flame attracts moths. The confused and hungry creatures mill about the item until they are destroyed or find something else to eat. Consuming magical energy allows the creatures to reproduce, increasing the swarm's size. Individual swarm members live only for a year or so, but when the swarm devours magic, its constituent creatures can double their numbers within days. They reproduce asexually, with young budding from the backs of the adults.", "Hostile Pets. Beings that are inimical to magic sometimes encourage ", "swarms to inhabit their environs. Magerippers make effective guardians, although they move to more fertile feeding grounds if too few spellcasters inhabit the area. Other creatures sometimes use them to defend against magical assaults. These keepers often cast spells on a helpless captive or capture and bind a spellcaster, leaving the prisoner as food within the swarm's territory. Magerippers are sentient, although their intelligence is no more the cunning of a predator. They are capable of adapting their tactics to fit new circumstances. Though driven largely by the instinct to feed and reproduce, mageripper swarms can modify their behaviour in response to stimuli." @@ -25497,7 +24974,7 @@ { "name": "Aberrant Swarm", "entries": [ - "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. When the swarm regains hit points, the creatures split and divide into two, creating more of themselves. " + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. When the swarm regains hit points, the creatures split and divide into two, creating more of themselves." ] }, { @@ -25536,9 +25013,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -25645,7 +25119,7 @@ { "name": "Innate Spellcasting", "headerEntries": [ - "The kaorti's innate spell casting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components. " + "The kaorti's innate spell casting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components." ], "will": [ "{@spell color spray}", @@ -25670,21 +25144,21 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}8 ({@damage 2d4 + 3}) piercing damage and the target is {@condition poisoned} ({@dc 13})." ] }, { "name": "Ribbon Dagger", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 10 ft., one target, x4 damage dice on a critical hit. ", - "{@h}6 ({@damage 2d6 + 3}) slashing damage. A target hit by this attack can be forced to drop one item it is holding. " + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target, x4 damage dice on a critical hit.", + "{@h}6 ({@damage 2d6 + 3}) slashing damage. A target hit by this attack can be forced to drop one item it is holding." ] }, { "name": "Resin Dart", "entries": [ - "{@atk rw} {@hit 5} to hit, range 30/100 ft., one target, x4 damage dice on a critical hit. ", + "{@atk rw} {@hit 5} to hit, range 30/100 ft., one target, x4 damage dice on a critical hit.", "{@h}6 ({@damage 1d6 + 3}) slashing damage." ] } @@ -25700,11 +25174,7 @@ "MW", "RCH", "RW", - "THW", - "MLW" - ], - "savingThrowForcedSpell": [ - "constitution" + "THW" ] }, { @@ -25844,11 +25314,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "strength" ] }, { @@ -25964,9 +25429,6 @@ ], "conditionInflict": [ "stunned" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -26121,7 +25583,7 @@ "Targets one creature currently under the effects of Encase.", "The contemplator drains knowledge from the captured creature, causing the victim to permanently lose 1 point of intelligence. In order to use this ability, the contemplator must focus all it's energy on absorbing the target's mind. This process takes one full day, and if the contemplator is interrupted, or takes any other action, the intelligence drain is negated, and the contemplator's 24 hour period of concentration must begin again.", "Once the effected creature's intelligence score reaches 2 or less, the contemplator's stone arm flings the now useless simpleton away from its lair.", - "If the victim of the intelligence drain has it's intelligence restored by a Wish spell, or similar magic, the knowledge fades from the contemplator's mind. If the restored creature ever passes within 50 miles of the contemplator who lost the knowledge, the contemplator immediately detects them and will make every effort to intercept and attack the character. A contemplator can not tolerate knowing something, and then having that knowledge taken away. ", + "If the victim of the intelligence drain has it's intelligence restored by a Wish spell, or similar magic, the knowledge fades from the contemplator's mind. If the restored creature ever passes within 50 miles of the contemplator who lost the knowledge, the contemplator immediately detects them and will make every effort to intercept and attack the character. A contemplator can not tolerate knowing something, and then having that knowledge taken away.", "A contemplator who fully drains a wizard down to 2 intelligence points, gains knowledge of the spells that wizard had prepared, and is able to cast each of these spells once." ] } @@ -26167,8 +25629,8 @@ { "name": "Witness The Cosmos (3 Actions)", "entries": [ - "The contemplator makes a slam attack against a target that is within 5 ft. ", - "If the attack hits, the contemplator grabs the creature's head and floods their mind with a near infinite amount of knowledge. ", + "The contemplator makes a slam attack against a target that is within 5 ft.", + "If the attack hits, the contemplator grabs the creature's head and floods their mind with a near infinite amount of knowledge.", "The creature must succeed on an {@dc 21} intelligence saving throw or be {@condition stunned} for {@dice 1d8} rounds. The creature may attempt another save at the end of each turn to negate this effect.", "If the creature succeeds by 5 or more, they regain 1 expended spell slot of the their highest level." ] @@ -26180,11 +25642,7 @@ "legendaryGroup": { "name": "Contemplator", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "intelligence", - "strength" - ] + } }, { "name": "Serpentir", @@ -26288,7 +25746,7 @@ { "name": "Grasping Claws", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d6 + 2}) slashing damage. If a creature is hit by two grasping claw attacks in the same turn, it is {@condition grappled} by the serpentir." ] } @@ -26423,7 +25881,7 @@ { "name": "Life Drain", "entries": [ - "{@atk ms} {@hit 6} to hit, range 5ft., one creature. ", + "{@atk ms} {@hit 6} to hit, range 5ft., one creature.", "{@h}18 ({@damage 4d6 + 4}) necrotic damage. The target must succeed on a {@dc 11} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." ] } @@ -26441,19 +25899,15 @@ "MW", "RW", "RNG", - "HPR", - "MLW" + "HPR" ], "bonus": [ { "name": "Blink {@recharge 4}", "entries": [ - "As a bonus action, the gravewalker, along with any equipment it is wearing, can magically teleport up to 40 ft. to an unoccupied space it can see. " + "As a bonus action, the gravewalker, along with any equipment it is wearing, can magically teleport up to 40 ft. to an unoccupied space it can see." ] } - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -26522,7 +25976,7 @@ { "name": "Corrosive Form", "entries": [ - "A creature that touches the white pudding or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) acid damage. Any nonmagical weapon made of metal or wood that hits the white pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the white pudding is destroyed after dealing damage.", + "A creature that touches the white pudding or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) acid damage. Any nonmagical weapon made of metal or wood that hits the white pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the white pudding is destroyed after dealing damage.", "The white pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round." ] }, @@ -26564,7 +26018,7 @@ "name": "Pseudopod", "entries": [ "{@atk mw}: {@hit 5} to hit, reach 5 ft., one target.", - "{@h}10 ({@damage 3d4 + 3}) bludgeoning damage plus 7 ({@damage 3d4}) acid damage and 5 ({@damage 2d4}) cold damage. ", + "{@h}10 ({@damage 3d4 + 3}) bludgeoning damage plus 7 ({@damage 3d4}) acid damage and 5 ({@damage 2d4}) cold damage.", "In addition, nonmagical armour worn by the target is partly dissolved, and takes a permanent and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10." ] }, @@ -26585,7 +26039,7 @@ { "name": "Split", "entries": [ - "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. " + "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding." ] } ], @@ -26677,7 +26131,7 @@ { "name": "Empower Fire Spells", "entries": [ - "Any fire spells cast within 60 ft. of a Bloodfire Ooze are empowered. All damage dice are increased by one dice category. For example, a spell that does {@dice 2d6} now does {@dice 2d8}. Also, any spell attacks made have advantage, and any creature effected by a spell with the fire type have disadvantage on the save. " + "Any fire spells cast within 60 ft. of a Bloodfire Ooze are empowered. All damage dice are increased by one dice category. For example, a spell that does {@dice 2d6} now does {@dice 2d8}. Also, any spell attacks made have advantage, and any creature effected by a spell with the fire type have disadvantage on the save." ] } ], @@ -26710,9 +26164,6 @@ ], "actionTags": [ "Multiattack" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -26750,7 +26201,7 @@ "Speed: Reduce by 10, if the speed would drop to 0 or less, the Skitterhaunt can not use that method of transport", "Attacks: As the base creature", "Damage: The Skitterhaunt adds 1d8 acid to any melee attack made", - "Special attacks: the Skitterhaunt loses any and all special attacks of the newly infested form. ", + "Special attacks: the Skitterhaunt loses any and all special attacks of the newly infested form.", "Resistances/immunities; Same as gelatinous cube", "CR: Same as base creature +1" ], @@ -27043,8 +26494,8 @@ { "name": "Retrieve Fallen", "entries": [ - "Any time a humanoid living creature is dropped to 0 hit points and falls {@condition unconscious}, or is killed within reach of the deathreap ooze, the ooze automatically gathers it up at the beginning of its turn. This does provoke attacks of opportunity to creatures within range, however it does not spend an action. ", - "Retrieved creatures are pulled into the ooze. Victims (if still alive) take one death saving throw failure at the start of the oozes turn until killed. ", + "Any time a humanoid living creature is dropped to 0 hit points and falls {@condition unconscious}, or is killed within reach of the deathreap ooze, the ooze automatically gathers it up at the beginning of its turn. This does provoke attacks of opportunity to creatures within range, however it does not spend an action.", + "Retrieved creatures are pulled into the ooze. Victims (if still alive) take one death saving throw failure at the start of the oozes turn until killed.", "Those killed or already dead are subject to the ooze's engender undead ability." ] } @@ -27161,11 +26612,11 @@ { "name": "Whispers of Madness", "entries": [ - "The many mouths of a slidikin constantly whisper maddening incantations and nonsensical phrases when it is in combat. Each creature that starts its turn within 20 feet of the slidikin and can hear the whispering must succeed on a {@dc 14} Wisdom saving throw. On a failure, the slidikin imposes one of the following effects determined at random to inflict on the target until the start of the its next turn. ", - "- Hysteria: The subject falls into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to concentrate on spells, or cast spells with verbal components. ", - "- Panic: The subject becomes {@condition frightened} of the slidikin, and falls {@condition prone} at the beginning of each of its turns. ", + "The many mouths of a slidikin constantly whisper maddening incantations and nonsensical phrases when it is in combat. Each creature that starts its turn within 20 feet of the slidikin and can hear the whispering must succeed on a {@dc 14} Wisdom saving throw. On a failure, the slidikin imposes one of the following effects determined at random to inflict on the target until the start of the its next turn.", + "- Hysteria: The subject falls into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to concentrate on spells, or cast spells with verbal components.", + "- Panic: The subject becomes {@condition frightened} of the slidikin, and falls {@condition prone} at the beginning of each of its turns.", "- Violent Hallucinations: All attack rolls against the subject have ", - "advantage. ", + "advantage.", "- Paranoia: The subject uses their action to make a single weapon attack against a creature within 5 feet of them. The target is chosen by the Slidikin" ] } @@ -27174,7 +26625,7 @@ { "name": "Innate Spellcasting", "headerEntries": [ - "The slidikin's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no material components. " + "The slidikin's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no material components." ], "will": [ "{@spell minor illusion}", @@ -27209,14 +26660,14 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}12 ({@damage 2d8 + 3}) slashing damage." ] }, { "name": "Bites", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}10 ({@damage 3d4 + 3}) piercing damage." ] } @@ -27230,12 +26681,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -27309,14 +26754,14 @@ { "name": "Gliding Attack", "entries": [ - "To use this action the cloud ray pup must fly at least 50 ft. during its turn. ", + "To use this action the cloud ray pup must fly at least 50 ft. during its turn.", "The cloud ray pup uses the sting action any point during its movement and does not provoke attacks of opportunity this turn." ] }, { "name": "Sting", "entries": [ - "{@atk mw}: {@hit 10} to hit, reach 15 ft., one target. ", + "{@atk mw}: {@hit 10} to hit, reach 15 ft., one target.", "{@h}15 ({@damage 2d8 + 7}) thunder damage and the target must make a {@dc 14} Constitution save, or suffer 9 ({@damage 2d8}) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also {@condition paralyzed}." ] } @@ -27401,21 +26846,21 @@ { "name": "Gliding Strike", "entries": [ - "To use this action the cloud ray adult must fly at least 60 ft. during its turn. ", + "To use this action the cloud ray adult must fly at least 60 ft. during its turn.", "The cloud ray adult uses the bite and sting action at two separate points during its movement. It does not provoke attacks of opportunity this turn." ] }, { "name": "Sting", "entries": [ - "{@atk mw}: {@hit 11} to hit, reach 20 ft., one target. ", + "{@atk mw}: {@hit 11} to hit, reach 20 ft., one target.", "{@h}18 ({@damage 2d10 + 7}) thunder damage and the target must make a {@dc 16} Constitution save, or suffer 11 ({@damage 2d10}) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also {@condition paralyzed}" ] }, { "name": "Bite", "entries": [ - "{@atk mw}: {@hit 11} to hit, reach 5 ft., one target. ", + "{@atk mw}: {@hit 11} to hit, reach 5 ft., one target.", "{@h}28 ({@damage 5d8 + 6}) bludgeoning damage. Any large or smaller creature hit with this attack is {@condition grappled}. If the cloud ray elder is already grappling a creature, it must drop that creature to use the bite action against another target." ] }, @@ -27440,7 +26885,7 @@ { "name": "Crush", "entries": [ - "The cloud ray adult makes one bite attack on a creature it has {@condition grappled} in its mouth. " + "The cloud ray adult makes one bite attack on a creature it has {@condition grappled} in its mouth." ] }, { @@ -27520,7 +26965,7 @@ { "name": "Flat Body", "entries": [ - "Creatures can enter and end their turns in the same space as the cloud ray elder. " + "Creatures can enter and end their turns in the same space as the cloud ray elder." ] }, { @@ -27534,21 +26979,21 @@ { "name": "Multiattack", "entries": [ - "To use this action the cloud ray adult must fly at least 60 ft. during its turn. ", + "To use this action the cloud ray adult must fly at least 60 ft. during its turn.", "The cloud ray adult uses the bite and sting action at two separate points during its movement. It does not provoke attacks of opportunity this turn." ] }, { "name": "Sting", "entries": [ - "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target. ", + "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target.", "{@h}18 ({@damage 2d10 + 7}) thunder damage and the target must make a {@dc 17} Constitution save, or suffer 11 ({@damage 2d10}) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also {@condition paralyzed}. " ] }, { "name": "Thunder Lash", "entries": [ - "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target. ", + "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target.", "{@h}29 ({@damage 4d10 + 7}) thunder damage and all creatures within 25 ft. of the target are pushed 15 ft. away from the primary target taking 25 ({@damage 4d8 + 7}) thunder damage, or half as much on a successful {@dc 17} Constitution save." ] }, @@ -27561,7 +27006,7 @@ { "name": "Gliding Menace {@recharge 5}", "entries": [ - "To use this action the cloud ray elder must fly at least 60 ft. during its turn. ", + "To use this action the cloud ray elder must fly at least 60 ft. during its turn.", "The cloud ray elder uses the thunder lash, scooping bite, and sting actions. Each action is used during a different point in its movement. It does not provoke attacks of opportunity this turn." ] } @@ -27580,9 +27025,9 @@ { "name": "Crush", "entries": [ - "As a bonus action the cloud ray elder crushes any creatures it might have {@condition grappled} in it's massive jaws. ", + "As a bonus action the cloud ray elder crushes any creatures it might have {@condition grappled} in it's massive jaws.", "{@atk mw}: {@hit 12} to hit, all targets {@condition grappled}.", - "{@h}29 ({@damage 4d10 + 7}) bludgeoning damage. " + "{@h}29 ({@damage 4d10 + 7}) bludgeoning damage." ] }, { @@ -27738,14 +27183,14 @@ { "name": "Multiattack", "entries": [ - "The bogeyman makes two claw attacks. " + "The bogeyman makes two claw attacks." ] }, { "name": "Claw", "entries": [ - "{@atk mw}: {@hit 8} to hit, reach 5 ft., one target. ", - "{@h}13 ({@damage 2d8 + 4}) slashing damage. If the attack is a critical hit the target must succeed on a {@dc 21} Wisdom save or become {@condition frightened} of the bogeyman. Any medium or smaller creature hit by this attack is {@condition grappled}. " + "{@atk mw}: {@hit 8} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d8 + 4}) slashing damage. If the attack is a critical hit the target must succeed on a {@dc 21} Wisdom save or become {@condition frightened} of the bogeyman. Any medium or smaller creature hit by this attack is {@condition grappled}." ] } ], @@ -27757,9 +27202,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -27800,9 +27242,9 @@ "cr": "3", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -27876,9 +27318,6 @@ "environment": [ "coastal", "swamp" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -27919,9 +27358,9 @@ "cr": "8", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -28014,9 +27453,6 @@ "environment": [ "coastal", "swamp" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -28057,9 +27493,9 @@ "cr": "15", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -28207,11 +27643,7 @@ "legendaryGroup": { "name": "Orange Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ] + } }, { "name": "Ancient Orange Dragon", @@ -28251,9 +27683,9 @@ "cr": "22", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -28401,11 +27833,7 @@ "legendaryGroup": { "name": "Orange Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ] + } }, { "name": "Crawling Apocalypse", @@ -28447,9 +27875,9 @@ "entries": [ "A horrific nest of withered, desiccated tentacles heaves from the sand. Behind the tentacles is a massive oblong body wrapped in centuries-old funeral dressings.", "Two staring orbs surmount the gargantuan form, promising annihilation.", - "Remnants of Battle. Very few crawling apocalypses yet traverse the trackless sands, each one a self-impelled immortal remnant of an ancient war. Each crawling apocalypse was built for combat, created by a powerful, long forgotten civilization. This lost race is said to have been exceptionally talented in the arcane arts. This resulted in cultural wonders the likes of which have not been seen since ancient times, as well as horrors beyond mortal belief. The crawling apocalypse is one such horror. Born of necromancy and hubris, these monsters are a result of exposing massive sea creatures to necromantic rituals. Once the war was over, their creator race destroyed, they were simply left to roam the desert sands with no further direction. ", - "Glimmers of the Past. The odds of encountering a crawling apocalypse are rare. Most of them that still exist continue to carry out their last assigned mission, usually an order to guard a once important place. Even more lay slumbering in tombs, never given the chance to wreak havoc on the world above. There are, however, some that were not under any particular direct order when their creator race fell, and as such, simply wander at their whim. ", - "The Curse of Anger. Unlike zombies or other more common undead, the methods used to create a crawling apocalypse are very similar to the rites used to create a mummy. As such, every crawling apocalypse is tortured by brief glimpses into their past life, a time when they were alive in command of their domain beneath the waves of the sea. While not intelligent enough to truly articulate this longing into anything understandable, they are plagued with thoughts of what was stolen from them, and will happily take out this anger on any living creature they may happen to come across. ", + "Remnants of Battle. Very few crawling apocalypses yet traverse the trackless sands, each one a self-impelled immortal remnant of an ancient war. Each crawling apocalypse was built for combat, created by a powerful, long forgotten civilization. This lost race is said to have been exceptionally talented in the arcane arts. This resulted in cultural wonders the likes of which have not been seen since ancient times, as well as horrors beyond mortal belief. The crawling apocalypse is one such horror. Born of necromancy and hubris, these monsters are a result of exposing massive sea creatures to necromantic rituals. Once the war was over, their creator race destroyed, they were simply left to roam the desert sands with no further direction.", + "Glimmers of the Past. The odds of encountering a crawling apocalypse are rare. Most of them that still exist continue to carry out their last assigned mission, usually an order to guard a once important place. Even more lay slumbering in tombs, never given the chance to wreak havoc on the world above. There are, however, some that were not under any particular direct order when their creator race fell, and as such, simply wander at their whim.", + "The Curse of Anger. Unlike zombies or other more common undead, the methods used to create a crawling apocalypse are very similar to the rites used to create a mummy. As such, every crawling apocalypse is tortured by brief glimpses into their past life, a time when they were alive in command of their domain beneath the waves of the sea. While not intelligent enough to truly articulate this longing into anything understandable, they are plagued with thoughts of what was stolen from them, and will happily take out this anger on any living creature they may happen to come across.", "Undead Nature. A crawling apocalypse doesn't require air, food, drink, or sleep." ], "images": [ @@ -28561,11 +27989,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution", - "strength", - "wisdom" ] }, { @@ -28606,11 +28029,11 @@ "fluff": { "entries": [ "SPIRIT WARRIOR", - "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age. ", - "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again. ", - "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time. ", - "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means. ", - "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours. ", + "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.", + "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.", + "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.", + "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.", + "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours.", "Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep." ], "images": [ @@ -28715,11 +28138,7 @@ "MW", "RCH", "RW", - "RNG", - "MLW" - ], - "savingThrowForced": [ - "constitution" + "RNG" ] }, { @@ -28760,11 +28179,11 @@ "fluff": { "entries": [ "SPIRIT WARRIOR", - "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age. ", - "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again. ", - "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time. ", - "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means. ", - "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours. ", + "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.", + "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.", + "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.", + "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.", + "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours.", "Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep." ], "images": [ @@ -28801,7 +28220,7 @@ { "name": "Active Camouflage", "entries": [ - "The spirit Warrior has advantage on Dexterity (Stealth) checks and can attempt to hide as a bonus action. " + "The spirit Warrior has advantage on Dexterity (Stealth) checks and can attempt to hide as a bonus action." ] }, { @@ -28862,15 +28281,11 @@ "MW", "RCH", "RW", - "RNG", - "MLW" + "RNG" ], "skill": { "stealth": "+10" - }, - "savingThrowForced": [ - "constitution" - ] + } }, { "name": "Spirit Warrior Nectar", @@ -28910,11 +28325,11 @@ "fluff": { "entries": [ "SPIRIT WARRIOR", - "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age. ", - "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again. ", - "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time. ", - "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means. ", - "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours. ", + "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.", + "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.", + "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.", + "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.", + "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours.", "Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep." ], "images": [ @@ -29014,12 +28429,7 @@ "RCH", "RW", "RNG", - "AOE", - "MLW" - ], - "savingThrowForced": [ - "constitution", - "dexterity" + "AOE" ] }, { @@ -29069,7 +28479,7 @@ "Egomaniacal Demons. Deathdrinkers are demons of giant proportion. They are exceptionally well suited to combat and relish any chance to spill blood and wreak havoc. They are most often found leading legions of demons in battle. As creatures of brute force and gory battle, they seek out combat with sadistic glee, spreading fear even among other demons. They are extraordinarily egocentric and see themselves as the superior type of lifeform within the abyss. They often surround themselves with subservient minions and those who will heap flattery upon them, which they greatly enjoy (though would never admit it).", "Born of Blood. Deathdrinkers reproduce by dripping some of their blood into specially prepared pits of vile essence. The blood mingles with the muck, then clots and grows. Lesser demons tend to a breeding pit, regularly stirring its contents and adding fresh corpses and blood. Eventually a fully formed deathdrinker emerges.", "Death Obsessed. To a death drinker, the concept of taking life from others is an obsession, one which they seek to fulfil in any way possible. While taking life in combat is their favoured method of killing, whatever allows them to consume the highest amount of life is preferable. They are constantly seeking to collect souls from those hapless enough to cross their path. Their lairs are often great castles or fortresses crafted using bones of their fallen enemies as bricks. They typically adorn these places with symbols of death and carnage, and will even horde massive bone piles to lounge upon.", - "Fiendish Nature. Deathdrinkers do not need to eat, sleep, or breathe. " + "Fiendish Nature. Deathdrinkers do not need to eat, sleep, or breathe." ], "images": [ { @@ -29172,8 +28582,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "bonus": [ { @@ -29328,8 +28737,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "conditionInflict": [ "exhaustion" @@ -29379,8 +28787,8 @@ "ogre, but their features are noble and their blue skin is covered with frost", "like a window in wintertime. An aura of sharp and biting cold surrounds them.", "Para-Elemental Genies. Distant relatives of both the djinn and marid, qorrash (singular qorrashi) are elemental spirits of cold and ice. They resemble blue-skinned humanoids with frost-laced flesh, and though they are often nearly unclothed, they seem quite at home in the icy temperatures. Males of their kind tend to be bald, but wear long and elegant facial hair, while females typically have extremely long hair that swirls around them in a chaotic but deliberate manner.", - "Wardens of Ice. Qorrash enjoy physical combat more than their djinn cousins, though they still use their magical abilities to soften up their foes. They are also quick to flee from a fight that turns against them. ", - "Frozen Palaces. Qorrash embody the ideals of nobility and familial pride. They make their homes in the far reaches of the elemental plane of ice which lies between the plane of air and the plane of water. Their ornate palaces dot the frigid landscape, transforming many of the tremendous icebergs into masterfully carved architectural wonders. ", + "Wardens of Ice. Qorrash enjoy physical combat more than their djinn cousins, though they still use their magical abilities to soften up their foes. They are also quick to flee from a fight that turns against them.", + "Frozen Palaces. Qorrash embody the ideals of nobility and familial pride. They make their homes in the far reaches of the elemental plane of ice which lies between the plane of air and the plane of water. Their ornate palaces dot the frigid landscape, transforming many of the tremendous icebergs into masterfully carved architectural wonders.", "Friends of Frost. Long ago a pact was forged between the qorrash and the frost giants of the material plane. This pact would allow the two races to travel between each other's lands using portals which would be well guarded by both species. While the age of giant dominance has long since passed, to this day, the frost giants and qorrash still count one another as trusted allies. It is not uncommon to find qorrash advising the leaders of the frost giant factions scattered across the material plane." ], "images": [ @@ -29393,15 +28801,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/fLoSwQc.png", - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity" - ] + "tokenUrl": "https://i.imgur.com/fLoSwQc.png" }, { "name": "Janni", @@ -29550,10 +28950,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -29710,10 +29106,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -29752,10 +29144,10 @@ "cr": "16", "fluff": { "entries": [ - "This giant's bronze skin and fiery hair paint a picture of both imperious authority and staggering beauty. Their eyes burn with brilliant sunlight that feels simultaneously inviting, and potentially viscous. ", - "Warriors of Sunlight. Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Though over time, many sun giants have become increasingly selfish. This has sown discord within their society and led to two predominant schools of thought. There are still those within sun giant society that keep with the old ways of honour, duty, and the mission of protecting all life. The other sect of sun giants believe that they should use their power to exert dominance and shape the world as they see fit. ", - "Bonds of Blood. Corrupted sun giants often worship or revere evil entities that promise power. Zariel is commonly seen as a paragon of fallen sun giant values. Her history as an angel, fallen to the Nine Hells and transformed into a demon in order to fight against the forces of the Abyss serves as a perfect example of the ends justifying the means in the eyes of many sun giants. These individuals will often extort weaker creatures by demanding blood sacrifice in the name of Zariel in exchange for protection. ", - "Enemies of Darkness. Sun giants hold a viscous hatred for creatures of pure darkness such as beings from the Shadowfell, shadows, or shadow demons. They hold a special place of ire for nightwalkers, who they exterminate whenever possible. ", + "This giant's bronze skin and fiery hair paint a picture of both imperious authority and staggering beauty. Their eyes burn with brilliant sunlight that feels simultaneously inviting, and potentially viscous.", + "Warriors of Sunlight. Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Though over time, many sun giants have become increasingly selfish. This has sown discord within their society and led to two predominant schools of thought. There are still those within sun giant society that keep with the old ways of honour, duty, and the mission of protecting all life. The other sect of sun giants believe that they should use their power to exert dominance and shape the world as they see fit.", + "Bonds of Blood. Corrupted sun giants often worship or revere evil entities that promise power. Zariel is commonly seen as a paragon of fallen sun giant values. Her history as an angel, fallen to the Nine Hells and transformed into a demon in order to fight against the forces of the Abyss serves as a perfect example of the ends justifying the means in the eyes of many sun giants. These individuals will often extort weaker creatures by demanding blood sacrifice in the name of Zariel in exchange for protection.", + "Enemies of Darkness. Sun giants hold a viscous hatred for creatures of pure darkness such as beings from the Shadowfell, shadows, or shadow demons. They hold a special place of ire for nightwalkers, who they exterminate whenever possible.", "Unaging Ones. Though they live for centuries, sun giants, like other giants, are still mortal. Sun giants, however, are blessed with eternally youthful appearances, a blessing that remains even for those who become selfish and corrupt. They tower over 25 feet tall and weigh upwards of 18,000 pounds." ] }, @@ -29820,7 +29212,7 @@ "name": "Sun Spear", "entries": [ "{@atk mw} {@hit 15} to hit, reach 15 ft., one creature.", - "{@h}26 ({@damage 3d10 + 10}) radiant damage. If the target is undead, they take an additional 16 ({@damage 3d10}) radiant damage. " + "{@h}26 ({@damage 3d10 + 10}) radiant damage. If the target is undead, they take an additional 16 ({@damage 3d10}) radiant damage." ] }, { @@ -29840,8 +29232,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "spellcasting": [ { @@ -29877,13 +29268,6 @@ "damageTagsSpell": [ "F", "R" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -30021,10 +29405,10 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", - "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", + "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.", "A Gray Dragon's Lair", "Gray dragons are seldom found in their lair as they are often far away from home stalking prey or seeking out their next avaricious goal. They do, however, maintain a location as their home, even if they aren't there very often. They typically claim secluded locations in badlands, scrublands, dry prairies, or other areas with few visual obstructions. A gray dragon likes to see potential quarry for miles around as they fly high through the air like massive birds of prey. So keen is the eyesight of a gray dragon that it can spot the tiniest movement across a plain from miles away. Once it spots a target, it is liable to dance from cloud to cloud for hours, seeking to bridge the gap between it and its target before swooping in. Gray dragons are also one of the only draconic species that form temporary lairs. While on an extended hunt, far away from its permanent home, a gray dragon is likely to set up a base of operations it can rest in while not actively hunting its prey. Since a gray dragon's permanent lair might stand abandoned for weeks or months at a time, before leaving to go on a hunt, the dragon makes sure to seal the entrance to its home with large rocks or other such obstructions to keep nosy creatures far away." ], @@ -30080,12 +29464,7 @@ "type": "variant" } ], - "dragonAge": "wyrmling", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength" - ] + "dragonAge": "wyrmling" }, { "name": "Young Gray Dragon", @@ -30229,9 +29608,9 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case." ], "images": [ @@ -30286,12 +29665,7 @@ "type": "variant" } ], - "dragonAge": "young", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength" - ] + "dragonAge": "young" }, { "name": "Adult Gray Dragon", @@ -30451,9 +29825,9 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.", "A Gray Dragon's Lair. Gray dragons are seldom found in their lair as they are often far away from home stalking prey or seeking out their next avaricious goal. They do, however, maintain a location as their home, even if they aren't there very often. They typically claim secluded locations in badlands, scrublands, dry prairies, or other areas with few visual obstructions. A gray dragon likes to see potential quarry for miles around as they fly high through the air like massive birds of prey. So keen is the eyesight of a gray dragon that it can spot the tiniest movement across a plain from miles away. Once it spots a target, it is liable to dance from cloud to cloud for hours, seeking to bridge the gap between it and its target before swooping in. Gray dragons are also one of the only draconic species that form temporary lairs. While on an extended hunt, far away from its permanent home, a gray dragon is likely to set up a base of operations it can rest in while not actively hunting its prey. Since a gray dragon's permanent lair might stand abandoned for weeks or months at a time, before leaving to go on a hunt, the dragon makes sure to seal the entrance to its home with large rocks or other such obstructions to keep nosy creatures far away." ] @@ -30530,13 +29904,7 @@ "traitTags": [ "Legendary Resistances" ], - "dragonAge": "adult", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength", - "wisdom" - ] + "dragonAge": "adult" }, { "name": "Ancient Gray Dragon", @@ -30696,9 +30064,9 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.", "A Gray Dragon's Lair. Gray dragons are seldom found in their lair as they are often far away from home stalking prey or seeking out their next avaricious goal. They do, however, maintain a location as their home, even if they aren't there very often. They typically claim secluded locations in badlands, scrublands, dry prairies, or other areas with few visual obstructions. A gray dragon likes to see potential quarry for miles around as they fly high through the air like massive birds of prey. So keen is the eyesight of a gray dragon that it can spot the tiniest movement across a plain from miles away. Once it spots a target, it is liable to dance from cloud to cloud for hours, seeking to bridge the gap between it and its target before swooping in. Gray dragons are also one of the only draconic species that form temporary lairs. While on an extended hunt, far away from its permanent home, a gray dragon is likely to set up a base of operations it can rest in while not actively hunting its prey. Since a gray dragon's permanent lair might stand abandoned for weeks or months at a time, before leaving to go on a hunt, the dragon makes sure to seal the entrance to its home with large rocks or other such obstructions to keep nosy creatures far away." ], @@ -30784,13 +30152,7 @@ "traitTags": [ "Legendary Resistances" ], - "dragonAge": "ancient", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength", - "wisdom" - ] + "dragonAge": "ancient" }, { "name": "Leprechaun", @@ -30829,7 +30191,7 @@ "fluff": { "entries": [ "Leprechauns are diminutive folk who are found in fair, green lands and enjoy frolicking, working magic,and causing harmless mischief. Rumoured to be a cross between a species of halfling and pixie, leprechauns are about 2 feet tall. They have pointed ears, and their noses also come to a tapered point. They are most often adorned in green and grey. Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.", - "Fae Folk. Leprechauns are peculiar creatures indeed. Unlike most fey, they enjoy frequent trips to the material plane to \"interact\" with its residents. Due to their diminutive size and illusion magic, they are extremely hard to spot. They frequently use these traits to enact harmless mischief on those they cross paths with, although sometimes their mischie isn't seen as so harmless by their victims. ", + "Fae Folk. Leprechauns are peculiar creatures indeed. Unlike most fey, they enjoy frequent trips to the material plane to \"interact\" with its residents. Due to their diminutive size and illusion magic, they are extremely hard to spot. They frequently use these traits to enact harmless mischief on those they cross paths with, although sometimes their mischie isn't seen as so harmless by their victims.", "Green Grass And High Tides Forever. These fae creatures embody the ideals of freedom and hedonism. They love nothing more at the end of a long day than to uncork a bottle of procured wine and ignite a pipe filled with their favourite smoking leaf. As such easy going creature's, they sometimes fail to see the gravity of a grand situation that doesn't immediately affect them or their surroundings. A group of adventurers on a sacred mission to save the world might find it frustrating to deal with a leprechaun who simply doesn't see the urgency in their plight." ], "images": [ @@ -30916,12 +30278,7 @@ "miscTags": [ "RW", "MW", - "THW", - "MLW" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "THW" ] }, { @@ -30961,8 +30318,8 @@ "entries": [ "Bionoids are chitinous, bipedal humanoid insects with a glowing circular gem in the centre of their forehead. Though their appearance strikes fear in those who view them, their demeanour belies their looks.", "Discarded. Bionoids were originally created by Astral Elves to be used as powerful frontline soldiers in their wars with the Orcish and Goblinoid kingdoms. They were first fashioned using advanced forms of flesh warping magic and lost arcane secrets that very few living beings are aware of. Each one of them started as a willing Elf who underwent numerous transformative rituals until their body was no longer recognizable. They grew to be ten feet tall, their eyes bulged into insect-like compound nerves, they grew scythe-like blades of bone and their skin hardened and became chitinous. All of these features made them perfect killing machines, however, once their duty was done, the very people they had sought to protect discarded them. When peace had finally come to the Astral Elf people, they banished the bionoids to live out their days somewhere far away from Elf society.", - "Resolute Warriors. Despite their treatment at the hands of their former kin, bionoids have not allowed themselves to give in to despair and hatred. They live relatively peaceful lives in small colonies that dot the multiverse. They have no unified home of which to speak, so instead they make themselves at home in all manner of places. While their appearance might be jarring at first, most communities eventually welcome neighbouring bionoid settlements as they are often both peaceful allies and capable defenders if trouble should appear. While bionoids largely don't wish for warfare, they do still maintain a warrior culture. They train in combat both as a way to protect themselves, and achieve tranquillity over both body and mind. As beings engineered for warfare, they find this helps them control the power they have been granted. ", - "Weird Eggs. Bionoids reproduce in a highly peculiar way. Fully mature bionoid eggs are disc-shaped objects roughly six inches in diameter. They're rigid, dark green in colour, and covered in a thin layer of mucus. In the centre of each egg is the crystalline gem that will eventually find itself in the forehead of the fully grown bionoid. When another living creature touches the egg, it reacts and latches itself onto them, forming a shell around the creature's body. This shell is the bionoid. Once the bionoid has reached the first stage of maturity, usually after about six months, the creature separates itself from the host and begins life as an independent creature. During the time the egg is attached to the host, the bionoid has full control of the creature, though it may choose to relinquish control if it wants. While attached to the host, the two creatures also share a telepathic link and are able to communicate with one another at any time. If the host dies before the bionoid separates itself, the bionoid will revert back to its egg form. This process is typically harmless for the host being, if not unpleasant. " + "Resolute Warriors. Despite their treatment at the hands of their former kin, bionoids have not allowed themselves to give in to despair and hatred. They live relatively peaceful lives in small colonies that dot the multiverse. They have no unified home of which to speak, so instead they make themselves at home in all manner of places. While their appearance might be jarring at first, most communities eventually welcome neighbouring bionoid settlements as they are often both peaceful allies and capable defenders if trouble should appear. While bionoids largely don't wish for warfare, they do still maintain a warrior culture. They train in combat both as a way to protect themselves, and achieve tranquillity over both body and mind. As beings engineered for warfare, they find this helps them control the power they have been granted.", + "Weird Eggs. Bionoids reproduce in a highly peculiar way. Fully mature bionoid eggs are disc-shaped objects roughly six inches in diameter. They're rigid, dark green in colour, and covered in a thin layer of mucus. In the centre of each egg is the crystalline gem that will eventually find itself in the forehead of the fully grown bionoid. When another living creature touches the egg, it reacts and latches itself onto them, forming a shell around the creature's body. This shell is the bionoid. Once the bionoid has reached the first stage of maturity, usually after about six months, the creature separates itself from the host and begins life as an independent creature. During the time the egg is attached to the host, the bionoid has full control of the creature, though it may choose to relinquish control if it wants. While attached to the host, the two creatures also share a telepathic link and are able to communicate with one another at any time. If the host dies before the bionoid separates itself, the bionoid will revert back to its egg form. This process is typically harmless for the host being, if not unpleasant." ], "images": [ { @@ -31038,7 +30395,7 @@ { "name": "Incineration Membrane (1/Day)", "entries": [ - "The bionoid's chest plates peel back to reveal a magically charged organ which unleashes a 30-foot cone of burning energy. All creatures in the area take 38 ({@damage 11d6}) fire damage, or half as much on a successful {@dc 14} Dexterity Saving Throw. The bionoid then takes 10 ({@damage 3d6}) force damage as a result of the toll this attack takes on its body. " + "The bionoid's chest plates peel back to reveal a magically charged organ which unleashes a 30-foot cone of burning energy. All creatures in the area take 38 ({@damage 11d6}) fire damage, or half as much on a successful {@dc 14} Dexterity Saving Throw. The bionoid then takes 10 ({@damage 3d6}) force damage as a result of the toll this attack takes on its body." ] } ], @@ -31054,9 +30411,6 @@ "miscTags": [ "MW", "AOE" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -31127,7 +30481,7 @@ { "name": "Damnable Oration", "entries": [ - "If the Speak With Dead spell is cast, targeting a painspeaker, it must succeed on a Wisdom Saving Throw using the spellcasters spell save DC. If the painspeaker fails, they are allowed to speak whatever words they were unable to in life, thus granting their spirit rest and destroying the painspeaker instantly. " + "If the Speak With Dead spell is cast, targeting a painspeaker, it must succeed on a Wisdom Saving Throw using the spellcasters spell save DC. If the painspeaker fails, they are allowed to speak whatever words they were unable to in life, thus granting their spirit rest and destroying the painspeaker instantly." ] } ], @@ -31160,9 +30514,6 @@ ], "damageTags": [ "N" - ], - "savingThrowForced": [ - "charisma" ] }, { @@ -31197,8 +30548,8 @@ "fluff": { "entries": [ "Genius loci are spontaneously generated from areas that have remained untouched for long eras. In time, the personality of the place becomes not just a metaphor, but a fact. Most are malignant, persecuting trespassers with glee, but some are benign, offering a safe haven for Sylvan folk ", - "Awakened Ancients. When left undisturbed for an untold amount of time, the landscape itself can, on occasion, animate itself into a singular living creature. A genius loc, or \"spirit of the land\", is such a place. They are incredibly difficult to spot, since they look like any other section of a landscape. One can appear as a mountain, an isolated valle, a small lake, a deep cavern, a single field, a tiny moon, or an entire plane of existence. Despite the fact that it is a creature, its form almost exactly duplicated all the textures and qualities of the natural world, so much so that plants and animals often live and grow atop the genius loci as if it were part of the regular environment. ", - "Codependent Colossus. The genius loci itself has little to no intelligence, but rather it emulates the sentience of any creature it enthrals, if any. The genius loci will actively seek out a sentient creature that it can form a telepathic bond with in order to use that creature as both its mouthpiece and guardian. Once it has enthralled a creature, the genius loci may be in total control of the creature's actions, but the creature's personality also tends to fill in many of the gaps in the genius loci's sentience. A genius loci with a particularly cruel and violent thrall is likely to be much more aggressive and quick to battle. Conversely, a genius loci with a more calm and even tempered thrall is going to be much more passive unless threatened. Whatever the situation, anyone enthralled by a genius loci inhabits the landscape of the creature in whatever manner is available to it. Some thralls live in structures which are actually part of the genius loci, while others may nest in trees or burrows. Each genius loci has only one thrall at a time, however, other creatures may also inhabit its surface. " + "Awakened Ancients. When left undisturbed for an untold amount of time, the landscape itself can, on occasion, animate itself into a singular living creature. A genius loc, or \"spirit of the land\", is such a place. They are incredibly difficult to spot, since they look like any other section of a landscape. One can appear as a mountain, an isolated valle, a small lake, a deep cavern, a single field, a tiny moon, or an entire plane of existence. Despite the fact that it is a creature, its form almost exactly duplicated all the textures and qualities of the natural world, so much so that plants and animals often live and grow atop the genius loci as if it were part of the regular environment.", + "Codependent Colossus. The genius loci itself has little to no intelligence, but rather it emulates the sentience of any creature it enthrals, if any. The genius loci will actively seek out a sentient creature that it can form a telepathic bond with in order to use that creature as both its mouthpiece and guardian. Once it has enthralled a creature, the genius loci may be in total control of the creature's actions, but the creature's personality also tends to fill in many of the gaps in the genius loci's sentience. A genius loci with a particularly cruel and violent thrall is likely to be much more aggressive and quick to battle. Conversely, a genius loci with a more calm and even tempered thrall is going to be much more passive unless threatened. Whatever the situation, anyone enthralled by a genius loci inhabits the landscape of the creature in whatever manner is available to it. Some thralls live in structures which are actually part of the genius loci, while others may nest in trees or burrows. Each genius loci has only one thrall at a time, however, other creatures may also inhabit its surface." ], "images": [ { @@ -31330,7 +30681,7 @@ { "name": "Quicksand (Costs 2 Actions)", "entries": [ - "A 10 foot square on the surface of the genius loci's body becomes soft and viscous. All creatures standing in that area must succeed on a {@dc 15} Dexterity Saving Throw or be {@condition grappled} (escape {@dc 15}) by the genius loci. " + "A 10 foot square on the surface of the genius loci's body becomes soft and viscous. All creatures standing in that area must succeed on a {@dc 15} Dexterity Saving Throw or be {@condition grappled} (escape {@dc 15}) by the genius loci." ] }, { @@ -31339,10 +30690,6 @@ "The genius loci heals itself for 36 ({@dice 4d12 + 10}) hit points." ] } - ], - "savingThrowForced": [ - "dexterity", - "intelligence" ] }, { @@ -31382,8 +30729,8 @@ "fluff": { "entries": [ "10-feet long and totally eyeless, the veserab is a horse-sized lamprey with long, leathery wings. These creatures stalk the night skies and haunt the dark places of the world.", - "Wild Beasts. Veserabs are may be horrifying in appearance, but they are a natural part of the animal kingdom in places like the Shadowfell. They form pairs or small flocks, each one led by its largest female member. These matriarchs keep the others organised and enjoy the lion's share of any prey the pack hunts together, at least until another more successful specimen challenges her for her place at the head of the pack. ", - "Peculiar Mounts. These flying beasts are regularly domesticated and trained as mounts for the more privileged members of society in the Shadowfell. Shada-kai are known to ride the creatures both as a form of convenient transportation and as partners in bloody battle. The veserab's natural abilities and stealthy nature make them the perfect mount for a competent and subtle rider. ", + "Wild Beasts. Veserabs are may be horrifying in appearance, but they are a natural part of the animal kingdom in places like the Shadowfell. They form pairs or small flocks, each one led by its largest female member. These matriarchs keep the others organised and enjoy the lion's share of any prey the pack hunts together, at least until another more successful specimen challenges her for her place at the head of the pack.", + "Peculiar Mounts. These flying beasts are regularly domesticated and trained as mounts for the more privileged members of society in the Shadowfell. Shada-kai are known to ride the creatures both as a form of convenient transportation and as partners in bloody battle. The veserab's natural abilities and stealthy nature make them the perfect mount for a competent and subtle rider.", "Winged Predators. Wild veserabs will attack anything they think they can kill and eat, however, they will not fight to the death. Like many other large predators, if a fight turns out to be more than they bargained for the creature will back off and find itself some easier prey. The creatures hunt together, using their echolocation to coordinate complex traps where the prey is herded by harrying attacks into a corner that allow the veserab pack to take turns picking away at their target. " ], "images": [ @@ -31461,9 +30808,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -31510,11 +30854,11 @@ "in the eyes of its corpse while the spirit", "waits for a champion to avenge it.", "No Physical Form. When a corpse candle is first encountered, it appears as", - "a ghostly flame flickering in the eyes of a murdered man or woman. Corpse candles are both ethereal and invisible creatures. Those who can see such things describe them as vaporous wisps of mist or fog that take on a vaguely humanoid shape. ", + "a ghostly flame flickering in the eyes of a murdered man or woman. Corpse candles are both ethereal and invisible creatures. Those who can see such things describe them as vaporous wisps of mist or fog that take on a vaguely humanoid shape.", "Silent As The Grave. The corpse candle cannot speak and can only communicate its desire to have its killer brought to justice by means of a weak mental suggestion that it employs when it selects a creature to act as its champion of vengeance.", - "Future Revenants. The corpse candle is a creature created by emotion so intense that it defies the laws of the grave. This intense need for justice in the original creature's killing is the foundation of what a corpse candle is, and if that need is not met, eventually, the spirit of the victim will rise as a revenant. Revenants are much more dangerous and unhinged than the corpse candle's spirit, and this method of seeking vengeance is meant as a first step on the soul's path to justice and ultimately, finding peace in death. ", - "Anger Beyond the Grave. Corpse candles are so entirely consumed with the concept of vengeance that it becomes the only thing they can focus on. While they do retain the ability to understand any language they knew while still alive, they are completely unable to speak anything other than the name of their killer if they know it, or a brief description of the creature that took their life. ", - "Undead Nature. The corpse candle doesn't need to eat, drink, sleep, or breath. ", + "Future Revenants. The corpse candle is a creature created by emotion so intense that it defies the laws of the grave. This intense need for justice in the original creature's killing is the foundation of what a corpse candle is, and if that need is not met, eventually, the spirit of the victim will rise as a revenant. Revenants are much more dangerous and unhinged than the corpse candle's spirit, and this method of seeking vengeance is meant as a first step on the soul's path to justice and ultimately, finding peace in death.", + "Anger Beyond the Grave. Corpse candles are so entirely consumed with the concept of vengeance that it becomes the only thing they can focus on. While they do retain the ability to understand any language they knew while still alive, they are completely unable to speak anything other than the name of their killer if they know it, or a brief description of the creature that took their life.", + "Undead Nature. The corpse candle doesn't need to eat, drink, sleep, or breath.", "\"One look is all it takes. One glance into the eyes of a dead man can reveal more than any amount of divination magic, if the spirit is willing. The price that comes with that information, however, is a whole different story.\"", "Atlan Mordain, Bishop of the Silver Flame" ], @@ -31579,7 +30923,7 @@ { "name": "Animate Flames", "entries": [ - "The corpse candle chooses one of the following effects, or rolls randomly on the table below, targeting a source of fire within 60 feet of it. ", + "The corpse candle chooses one of the following effects, or rolls randomly on the table below, targeting a source of fire within 60 feet of it.", { "type": "table", "caption": "Animate Flames", @@ -31608,7 +30952,7 @@ "exact": 2 } }, - "Flames are drawn to the host creature, igniting them and any flammable equipment they are wearing. The flames will burn causing the creature to take {@damage 1d8} fire damage at the start of each of their turns. This lasts until a creature within 5 ft. of the host uses an action to douse the fire. " + "Flames are drawn to the host creature, igniting them and any flammable equipment they are wearing. The flames will burn causing the creature to take {@damage 1d8} fire damage at the start of each of their turns. This lasts until a creature within 5 ft. of the host uses an action to douse the fire." ], [ { @@ -31626,7 +30970,7 @@ "exact": 4 } }, - "The corpse candle casts the {@spell Heat Metal} spell, targeting the host, and the flame goes out. " + "The corpse candle casts the {@spell Heat Metal} spell, targeting the host, and the flame goes out." ], [ { @@ -31659,7 +31003,7 @@ { "name": "Energy Syphon", "entries": [ - "The corpse candle begins to drain energy from its host while they sleep. When the host attempts to take a long rest, they are instead wracked with nightmares and gain a level of {@condition exhaustion} unless they can succeed on a {@dc 16} Wisdom Saving Throw. " + "The corpse candle begins to drain energy from its host while they sleep. When the host attempts to take a long rest, they are instead wracked with nightmares and gain a level of {@condition exhaustion} unless they can succeed on a {@dc 16} Wisdom Saving Throw." ] } ], @@ -31667,11 +31011,11 @@ { "name": "Will of Vengence", "entries": [ - "When a creature looks into the eyes of a body that houses a corpse candle, the corpse candle can try to possess them. The creature must succeed on a {@dc 16} Wisdom Saving Throw or be possessed by the corpse candle; the corpse candle then disappears, and the target is {@condition incapacitated} until the end of its next turn. ", + "When a creature looks into the eyes of a body that houses a corpse candle, the corpse candle can try to possess them. The creature must succeed on a {@dc 16} Wisdom Saving Throw or be possessed by the corpse candle; the corpse candle then disappears, and the target is {@condition incapacitated} until the end of its next turn.", "A possessed creature will immediately be shown the face of the corpse's killer in the reflection of the dead creature's eyes and then be forced to relive the last few seconds of the corpse's life in the form of a vision. They will experience everything that led to the death, but cannot affect this traumatic chain of events in any way. When this nightmarish experience has passed, the creature will remember vividly all that occurred.", "The corpse candle can't be targeted by any attack, spell, or other effect, except ones that turn undead. While possessed the creature remains in full control of its body, however, the face of the killer will be burned into their mind so that it is visible in any open flame, campfire, torch, or lantern. Even smoke will carry the eerie vision of the murderer.", - " These haunting images, while clear to the possessed creature, will be seen by no one else. If the creature brings the murderer to justice by either tracking them down and killing them or by seeing them judged for their crime, the corpse candle will be set to rest and the creature will no longer be possessed. If the corpse candle feels that its host is not taking steps to see its killer brought to justice, it will make use of its animate flames ability to spur the creature to action. It may also use its energy syphon ability as a last resort. If at any time a {@spell speak with dead} spell is used to communicate with a corpse candle, the spirit can only repeat the name of its killer. A creature with truesight sees the ghostly image of the dead person sitting astride the possessed creature's shoulders. ", - "The possession lasts until the creature dies, the corpse candle ends it as a bonus action, or the corpse candle is turned or forced out permanently. Effects like the {@spell dispel evil and good} spell will temporarily end the possession, however, once the spell's duration has ended the corpse candle will return and try to possess the creature again, allowing them to make a new Wisdom Saving Throw. When the possession ends without the killer being brought to justice, the corpse candle returns to its original body and waits for another creature to possess. If the dead body belonging to the corpse candle is buried, cremated, or otherwise put to rest without the killer being brought to justice, the slain creature will rise as a {@creature revenant} (Monster Manual pg. 259) in {@dice 1d4} days. " + " These haunting images, while clear to the possessed creature, will be seen by no one else. If the creature brings the murderer to justice by either tracking them down and killing them or by seeing them judged for their crime, the corpse candle will be set to rest and the creature will no longer be possessed. If the corpse candle feels that its host is not taking steps to see its killer brought to justice, it will make use of its animate flames ability to spur the creature to action. It may also use its energy syphon ability as a last resort. If at any time a {@spell speak with dead} spell is used to communicate with a corpse candle, the spirit can only repeat the name of its killer. A creature with truesight sees the ghostly image of the dead person sitting astride the possessed creature's shoulders.", + "The possession lasts until the creature dies, the corpse candle ends it as a bonus action, or the corpse candle is turned or forced out permanently. Effects like the {@spell dispel evil and good} spell will temporarily end the possession, however, once the spell's duration has ended the corpse candle will return and try to possess the creature again, allowing them to make a new Wisdom Saving Throw. When the possession ends without the killer being brought to justice, the corpse candle returns to its original body and waits for another creature to possess. If the dead body belonging to the corpse candle is buried, cremated, or otherwise put to rest without the killer being brought to justice, the slain creature will rise as a {@creature revenant} (Monster Manual pg. 259) in {@dice 1d4} days." ] } ], @@ -31711,10 +31055,6 @@ ], "damageTags": [ "O" - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -31787,9 +31127,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -31827,7 +31167,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -31840,9 +31180,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -31917,9 +31254,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -31970,7 +31307,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -31985,9 +31322,6 @@ "actionTags": [ "Breath Weapon", "Multiattack" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -32062,9 +31396,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -32134,7 +31468,7 @@ { "name": "Illusory Oasis", "entries": [ - "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 15} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action. " + "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 15} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action." ] }, { @@ -32146,7 +31480,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 90-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -32172,7 +31506,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -32184,13 +31518,9 @@ { "name": "Sandstorm (Costs 2 Actions)", "entries": [ - "The dragon uses its sandstorm action, if available. " + "The dragon uses its sandstorm action, if available." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -32265,9 +31595,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -32337,7 +31667,7 @@ { "name": "Illusory Oasis", "entries": [ - "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 18} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action. " + "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 18} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action." ] }, { @@ -32349,7 +31679,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 120-foot line that is 5 feet wide. Each creature in that line must make a {@dc 24} Dexterity saving throw, taking 88 ({@damage 16d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 120-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 24} Dexterity saving throw, taking 88 ({@damage 16d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -32375,7 +31705,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -32387,13 +31717,9 @@ { "name": "Sandstorm (Costs 2 Actions)", "entries": [ - "The dragon uses its sandstorm action, if available. " + "The dragon uses its sandstorm action, if available." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -32433,7 +31759,7 @@ "fluff": { "entries": [ "A serious looking humanoid wearing a wide grin that exposes gleaming and pointed teeth stands before you. Its slick and trim hair grips tightly around the creature's head which also sports two pointed horns. The creature is decked head to toe in finery and expensive-looking garments, and where its feet should be, there is a set of obsidian cloven hooves. Its eyes glow with crimson malice, and a long prehensile tail covered in miniscule red scales slithers coyly behind its back.", - "Schemers of Legend. Harvester devils, known as falxugon in the Nine Hells, are among the most silver tongued creatures in the multiverse. They thrive as brokers of rare treasure, favours, and souls all across the multiverse. They are especially skilled at convincing mortals to give in to their most insidious temptations, no matter the cost. They most often ply their trade to elevate themselves within the social hierarchy of The Nine Hells, and to secure as much power and comfort as possible in the places they choose to live. ", + "Schemers of Legend. Harvester devils, known as falxugon in the Nine Hells, are among the most silver tongued creatures in the multiverse. They thrive as brokers of rare treasure, favours, and souls all across the multiverse. They are especially skilled at convincing mortals to give in to their most insidious temptations, no matter the cost. They most often ply their trade to elevate themselves within the social hierarchy of The Nine Hells, and to secure as much power and comfort as possible in the places they choose to live.", "Cosmic Contracts. These fiends are extremely brazen, even for a devil, and this is because they know that cosmic law is on their side. Through a strange and minute clause in an ancient pact forged between the gods, harvester devils have found a way to manipulate the laws of the multiverse to their favour. As a result, no mortal creature from the Material Plane can lay a finger on them with the intent of causing harm. If a particularly strong willed creature manages to overcome the magic at play to actually attack a harvester devil, there is also an immediate backlash that weakens the creature as punishment for breaking with cosmic law. Because of this, harvester devils act with a pompous confidence that nothing can harm them. Since few creatures can muster the mental fortitude to attack these fiends openly, when a harvester devil is causing problems many seek to either banish or imprison the fiend instead, but this is no easy task either.", "\"Is this not your name, signed in blood on the dotted line? Your regret regarding a shortsighted transaction is not even close to proper grounds for dismissal. I have upheld my end of the bargain sir knight, and now it is time for you to uphold yours\"", "Valrakin the falxugon, at the infernal trial of Oswin Silverhand" @@ -32475,7 +31801,7 @@ { "name": "Alignment Mask", "entries": [ - "When it is exposed to any effect that can determine alignment, the devil can make a Charisma (Deception) check opposed by the detector's Wisdom (Insight) check. If the devil's check succeeds, it does not register as evil. " + "When it is exposed to any effect that can determine alignment, the devil can make a Charisma (Deception) check opposed by the detector's Wisdom (Insight) check. If the devil's check succeeds, it does not register as evil." ] }, { @@ -32528,8 +31854,7 @@ "miscTags": [ "MW", "RW", - "THW", - "MLW" + "THW" ], "spellcasting": [ { @@ -32559,9 +31884,6 @@ ], "damageTagsSpell": [ "N" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -32596,11 +31918,11 @@ "cr": "16", "fluff": { "entries": [ - "Before you stands a fourteen-foot tall crow with two imposing heads. Its feathers glisten with a metallic sheen, and below its wings are a pair of five-fingered humanoid arms. Its bearing is regal, and the creature stands upright, analysing you with four curious eyes. In one of its hands it clutches a golden staff, and its body is adorned with all manner of arcane trinkets and finery. ", - "Two Headed Corvus. Chronotyryns are large semi-humanoid monstrosities that resemble crows. In much the same way that crows are considered highly intelligent when compared to other common birds, the chronotyryn is a genius among monsters. They are intelligent in the extreme, large in part due to the fact that they have two brains. Unlike other two-headed creatures, such as ettins, the chronotyryn has one singular personality. While they are capable of taking multiple actions simultaneously, the chronotyryn is still one individual personality. It doesn't argue with itself and the two heads never disagree on anything, because they are the same entity. Sometimes the creature will converse with itself creating the illusion that the heads are having a back and forth conversation. This, however, is merely the way a chronotyryn works through its thoughts. When speaking directly to someone else the two heads speak simultaneously, providing an eerie echo for itself. ", + "Before you stands a fourteen-foot tall crow with two imposing heads. Its feathers glisten with a metallic sheen, and below its wings are a pair of five-fingered humanoid arms. Its bearing is regal, and the creature stands upright, analysing you with four curious eyes. In one of its hands it clutches a golden staff, and its body is adorned with all manner of arcane trinkets and finery.", + "Two Headed Corvus. Chronotyryns are large semi-humanoid monstrosities that resemble crows. In much the same way that crows are considered highly intelligent when compared to other common birds, the chronotyryn is a genius among monsters. They are intelligent in the extreme, large in part due to the fact that they have two brains. Unlike other two-headed creatures, such as ettins, the chronotyryn has one singular personality. While they are capable of taking multiple actions simultaneously, the chronotyryn is still one individual personality. It doesn't argue with itself and the two heads never disagree on anything, because they are the same entity. Sometimes the creature will converse with itself creating the illusion that the heads are having a back and forth conversation. This, however, is merely the way a chronotyryn works through its thoughts. When speaking directly to someone else the two heads speak simultaneously, providing an eerie echo for itself.", "Imperious Magicians. Chronotyryns are exceptionally talented in the ways of magic and equally condescending. They use their intelligence to master spells that are out of reach for most creatures. This allows them to achieve great things in a short amount of time, and to ensure they are prepared for any situation in battle. By dividing their intellect between two brains, the chronotyryn can cast spells and take other actions in quick succession, sometimes even simultaneously casting two different spells at once. They thirst for knowledge relentlessly and are known to hoard all manner of arcane secrets, only willing to trade them in exchange for something of equal value.", "Adamantine Feathers. The feathers of a chronotyryn are nearly impenetrable. They naturally grow a coat of adamantine-infused feathers that makes for both an excellent shield, and a deadly natural weapon. Their feathers are often sought after by blacksmiths as a source of adamantine that does not need to be extracted from a mine. Many chronotyryns are willing to trade their old feathers in exchange for magical items they can make use of.", - "Trinket Collectors. Much like the crows they bear a passing similarity with, chronotyryns love to collect shiny objects. Rather than gathering trinkets based solely on how they glitter in the light, chronotyryns collect magic items. They are always adorned in gold and silver finery that often serves a purpose beyond looking nice. Many of the objects worn by these creatures are enchanted to provide some kind of benefit to the chronotyryn. They also make a point to carry an arcane staff with them wherever they go to augment their spells and in some cases allow them access to spells they don't normally have prepared. " + "Trinket Collectors. Much like the crows they bear a passing similarity with, chronotyryns love to collect shiny objects. Rather than gathering trinkets based solely on how they glitter in the light, chronotyryns collect magic items. They are always adorned in gold and silver finery that often serves a purpose beyond looking nice. Many of the objects worn by these creatures are enchanted to provide some kind of benefit to the chronotyryn. They also make a point to carry an arcane staff with them wherever they go to augment their spells and in some cases allow them access to spells they don't normally have prepared." ], "images": [ { @@ -32665,7 +31987,7 @@ { "name": "Dual Actions", "entries": [ - "When the chronotyryn rolls initiative, it rolls twice and takes two turns in the initiative order every round. " + "When the chronotyryn rolls initiative, it rolls twice and takes two turns in the initiative order every round." ] }, { @@ -32785,13 +32107,13 @@ "name": "Feather Flurry", "entries": [ "{@atk rw} {@hit 13} to hit, reach 60/120 ft., one creature.", - "{@h}26 ({@damage 4d8 + 8}) slashing damage. The feathers are made of adamantine. " + "{@h}26 ({@damage 4d8 + 8}) slashing damage. The feathers are made of adamantine." ] }, { "name": "Sonic Screech (1/Day)", "entries": [ - "The chronotyryn unleashes a burst of deafening sound in a 20 foot radius centred on itself. All other creatures in the area take 45 ({@damage 10d8}) thunder damage, or half as much on a successful {@dc 18} Constitution Saving Throw. A creature that fails their save by more than 5 is {@condition deafened} for 1 minute. " + "The chronotyryn unleashes a burst of deafening sound in a 20 foot radius centred on itself. All other creatures in the area take 45 ({@damage 10d8}) thunder damage, or half as much on a successful {@dc 18} Constitution Saving Throw. A creature that fails their save by more than 5 is {@condition deafened} for 1 minute." ] } ], @@ -32815,14 +32137,6 @@ ], "type": "variant" } - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -32999,8 +32313,8 @@ { "name": "Elemental Ball", "entries": [ - "{@atk rw} {@hit 9} to hit, range 100/200 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage, plus 9 ({@damage 2d8}) fire damage. In order to do this, the Omnimental detaches part of it's body to form a boulder of flaming rock. ", - "In addition to the damage caused on a hit, all creatures within 10 feet of the targeted area/creature take 9 ({@damage 2d8}) lightning damage unless they can succeed on a dexterity saving throw ({@dc 22}). Any creates who make the save suffer only half damage. ", + "{@atk rw} {@hit 9} to hit, range 100/200 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage, plus 9 ({@damage 2d8}) fire damage. In order to do this, the Omnimental detaches part of it's body to form a boulder of flaming rock.", + "In addition to the damage caused on a hit, all creatures within 10 feet of the targeted area/creature take 9 ({@damage 2d8}) lightning damage unless they can succeed on a dexterity saving throw ({@dc 22}). Any creates who make the save suffer only half damage.", "This ability causes the Omnimental to lose 10 HP at the end of it's turn." ] } @@ -33103,7 +32417,7 @@ { "name": "Lightning Storm (Costs 3 Actions) {@recharge 4}", "entries": [ - "The Omnimental casts {@spell Lightning Bolt} (at 3rd level) targeting all creatures within 60 ft. of itself. " + "The Omnimental casts {@spell Lightning Bolt} (at 3rd level) targeting all creatures within 60 ft. of itself." ] } ] @@ -33199,7 +32513,7 @@ { "name": "Touch", "entries": [ - "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d8 + 6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. " + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d8 + 6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns." ] } ], @@ -33510,10 +32824,7 @@ } } ] - }, - "savingThrowForced": [ - "strength" - ] + } }, { "name": "Huge Earth Elemental", @@ -33908,10 +33219,7 @@ } } ] - }, - "savingThrowForced": [ - "strength" - ] + } }, { "name": "Lupin Hruff", @@ -33950,9 +33258,9 @@ "fluff": { "entries": [ "Humanoid creatures covered in fur with canine heads, the lupin dominate the steppes and forests where their nomadic packs roam. Their culture is built around honour, loyalty, and friendship, but woe be to those who cross them with deception or steel.", - "Contested Histories. The origin of the lupin race is a topic that not even the lupin themselves can be certain of. The oldest tales of lupin packs speak of a time where the lupin and werewolf races were one and the same, however, the lupin descend from lycanthropes who cast off the chaos of their monthly murderous sprees in order to become somethign more. A sophisticated race, fully in control of both body and mind. Other lupin scholars have more recently proposed a radical theory based on what little written history of the lupin people exists. This new theory suggests that the lupin race came from a union of humans and gnolls, and that early lupins became famed werewolf hunters in order to prove to their fearful human neighbours that they indeed were not werewolves. The objective truth may never be truly known as the vast majority of lupin culture is passed down orally, and therefore the question lingers still. ", - "Werewolf Hunters. Lupins are experts in the field of hunting lycanthropes, specifically, werewolves. The act of hunting and killing werewolves has always been of great significance and bears a nearly spiritual significance amongst the lupin packs. Once a child reaches maturity, they are immediately taken into the fold of lupin hunters and taught the ways of hunting werewolves following an initiation rite known as the Moonset. Werewolves are seen as a mockery of lupin kind. The death and destruction they spread reflects poorly on lupin communities, as many other races often mistake lupins for werewolves from a distance. The murderous tendancies of werewolves also goes directly against the friendly and charitable outlook held by most lupin communities, and as such, werewolves are seen as abominations which must be destroyed. ", - "Nomadic Packs. Lupins typically live in communities consisting of three to fifteen packs consisting of two to twelve individuals (and several pups). These communities practice strict egalitarian democracy and usually operate without an individual leader, though elders in the community can often sway the votes of younger members. Once per year, the overall community selects a representative from among the packs' elders as a spokesperson. This post is only ever held for one year and cannot be selected again until an elder from every other pack in the community has acted as spokesperson.Once per year, the selected spokesperson and any of the youths within the community who wish to go travel to a gathering of other lupin representatives from nearby communities called a White Howl. This White Howl acts as both a meeting for important discussion among the elders and as a chance for young lupins to find companions from outside the community in an effort to intertwine the overall lupin people with bonds of friendship, rivalry, and love. Once the important aspects of the Whit Howl have been attended to, it often turns into a three week long celebration. ", + "Contested Histories. The origin of the lupin race is a topic that not even the lupin themselves can be certain of. The oldest tales of lupin packs speak of a time where the lupin and werewolf races were one and the same, however, the lupin descend from lycanthropes who cast off the chaos of their monthly murderous sprees in order to become somethign more. A sophisticated race, fully in control of both body and mind. Other lupin scholars have more recently proposed a radical theory based on what little written history of the lupin people exists. This new theory suggests that the lupin race came from a union of humans and gnolls, and that early lupins became famed werewolf hunters in order to prove to their fearful human neighbours that they indeed were not werewolves. The objective truth may never be truly known as the vast majority of lupin culture is passed down orally, and therefore the question lingers still.", + "Werewolf Hunters. Lupins are experts in the field of hunting lycanthropes, specifically, werewolves. The act of hunting and killing werewolves has always been of great significance and bears a nearly spiritual significance amongst the lupin packs. Once a child reaches maturity, they are immediately taken into the fold of lupin hunters and taught the ways of hunting werewolves following an initiation rite known as the Moonset. Werewolves are seen as a mockery of lupin kind. The death and destruction they spread reflects poorly on lupin communities, as many other races often mistake lupins for werewolves from a distance. The murderous tendancies of werewolves also goes directly against the friendly and charitable outlook held by most lupin communities, and as such, werewolves are seen as abominations which must be destroyed.", + "Nomadic Packs. Lupins typically live in communities consisting of three to fifteen packs consisting of two to twelve individuals (and several pups). These communities practice strict egalitarian democracy and usually operate without an individual leader, though elders in the community can often sway the votes of younger members. Once per year, the overall community selects a representative from among the packs' elders as a spokesperson. This post is only ever held for one year and cannot be selected again until an elder from every other pack in the community has acted as spokesperson.Once per year, the selected spokesperson and any of the youths within the community who wish to go travel to a gathering of other lupin representatives from nearby communities called a White Howl. This White Howl acts as both a meeting for important discussion among the elders and as a chance for young lupins to find companions from outside the community in an effort to intertwine the overall lupin people with bonds of friendship, rivalry, and love. Once the important aspects of the Whit Howl have been attended to, it often turns into a three week long celebration.", "The Eternal Flame. Each lupin community is liable to wander within their territory to a degree, however, they do construct villages composed of wooden longhouses typically built in a radial pattern surrounding a public space. In the centre of this space, the lupins maintain a continuous flame known as a bg'tyr. Even when the tribe moves from its village to wander for long periods of time, a single member of the community, usually an adolescent, always remains behind to tend the flame and ensure it doesn't go out. These individuals are referred to as flame keepers, and often grow up to prominence as one of the lupin communities' spiritual leaders.", "Ah'flir. The week of the full moon is an important and sacred time for lupins. During the three days when the moon is brightest, accomplished lupin werewolf hunters (called hruffs) from all the packs in a region gather together and form a temporary pack of their own called an ah'flir. These ah'flir packs have the specific purpose of hunting down and killing as many lycanthropes as possible, especially werewolves." ], @@ -34047,8 +33355,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "damageTags": [ "P" @@ -34183,8 +33490,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "damageTags": [ "B" @@ -34275,12 +33581,6 @@ "N", "R", "T" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "strength", - "wisdom" ] }, { @@ -34407,7 +33707,7 @@ { "name": "Animate Cactus (1/Day)", "entries": [ - "The Saguaro Sentinel magically animates one or two cacti it can see within 60 feet of it. These cacti have the same statistics as a Saguaro Sentinel, except they have intelligence and charisma scores of 1, they can't speak, and they have only the slam action option. An animated cactus acts as an ally of the Saguaro Sentinel. The cactus remains animated for 1 day or until it dies; until the Saguaro Sentinel dies or is more than 120 feet from the Saguaro Sentinel; or until the Saguaro Sentinel takes a bonus action to turn the cactus back into an inanimate a regular plant. The cactus takes root if possible. " + "The Saguaro Sentinel magically animates one or two cacti it can see within 60 feet of it. These cacti have the same statistics as a Saguaro Sentinel, except they have intelligence and charisma scores of 1, they can't speak, and they have only the slam action option. An animated cactus acts as an ally of the Saguaro Sentinel. The cactus remains animated for 1 day or until it dies; until the Saguaro Sentinel dies or is more than 120 feet from the Saguaro Sentinel; or until the Saguaro Sentinel takes a bonus action to turn the cactus back into an inanimate a regular plant. The cactus takes root if possible." ] } ], @@ -34532,7 +33832,7 @@ { "name": "Spacetime Shifting", "entries": [ - "Reality constantly reconfigures itself in the vicinity of a hundun, attempting to correct the paradox the creature's existence in space time generates, causing attack rolls against it to have disadvantage. " + "Reality constantly reconfigures itself in the vicinity of a hundun, attempting to correct the paradox the creature's existence in space time generates, causing attack rolls against it to have disadvantage." ] } ], @@ -34590,7 +33890,7 @@ { "name": "Strange Attractor", "entries": [ - "A hundun can activate or deactivate the staff-like strange attractor it carries as a bonus action. While active, a strange attractor hovers in place, and the hundun can mentally move it up to 60 feet instead of moving itself, to a maximum range of 300 feet away from the hundun. If it enters a space occupied by a creature, it stops moving for the round and that creature must make a successful {@dc 20} Wisdom saving throw or fall {@condition unconscious} until the start of the hundun's next turn. The space around an active strange attractor twists and warps, trapping creatures within its gravity well. Creatures within 60 feet of the strange attractor can only move half of their normal move speed and must succeed on a {@dc 20} Strength save or have a move speed of 0. ", + "A hundun can activate or deactivate the staff-like strange attractor it carries as a bonus action. While active, a strange attractor hovers in place, and the hundun can mentally move it up to 60 feet instead of moving itself, to a maximum range of 300 feet away from the hundun. If it enters a space occupied by a creature, it stops moving for the round and that creature must make a successful {@dc 20} Wisdom saving throw or fall {@condition unconscious} until the start of the hundun's next turn. The space around an active strange attractor twists and warps, trapping creatures within its gravity well. Creatures within 60 feet of the strange attractor can only move half of their normal move speed and must succeed on a {@dc 20} Strength save or have a move speed of 0.", "A strange attractor can't be attacked or harmed by physical attacks, but the {@spell disintegrate} spell, a {@item sphere of annihilation|DMG}, or an equivalent effect can cause damage to it. A strange attractor's AC is 18, and attacks against it have disadvantage. If a hundun's strange attractor is destroyed, the hundun can create a new one after {@dice 1d8} hours of uninterrupted meditation. If a hundun is slain, its strange attractor disappears." ] } @@ -34609,7 +33909,7 @@ { "name": "Visage of Emptiness", "entries": [ - "The hundun twists reality within 30 feet of its strange attractor causing all creatures in the area to witness images of a horrifying nature. What each creature sees is unique to them. All creatures in the area must succeed on a {@dc 20} Intelligence save or take 13 ({@damage 3d8}) psychic damage. " + "The hundun twists reality within 30 feet of its strange attractor causing all creatures in the area to witness images of a horrifying nature. What each creature sees is unique to them. All creatures in the area must succeed on a {@dc 20} Intelligence save or take 13 ({@damage 3d8}) psychic damage." ] }, { @@ -34618,14 +33918,6 @@ "The hundun casts one of it's at will spells." ] } - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity" ] }, { @@ -34665,9 +33957,9 @@ "cr": "8", "fluff": { "entries": [ - "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims. ", + "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims.", "Mysterious Origin. Nobody really knows the true nature of the false hydra. Scholars the world over are left guessing as to the true nature of these creatures. What is known is that by the time their presence is apparent, it is often too late. The false hydra begins its life cycle as a lump of white flesh, growing and festering deep beneath the ground of a town or city. Their genesis is brought on by an abundance of lies and half-truths told by members of a community. Often these creatures manifest in kingdoms where propaganda has become out of control. Eventually, the small fleshy mass, no larger than a fist, grows to the size of a small child and sprouts a single head on a prehensile neck. This is when the false hydra truly begins its cycle. It burrows up through the ground until it reaches the surface, or a chamber with easy access to the surface of the ground such as a sewer, cave, or castle basement. Once it emerges, the false hydra begins to sing a deep and guttural dirge that can be faintly heard for miles around. This song makes all who hear it unable to perceive the false hydra. This is not invisibility, but something much more insidious. The false hydra removes itself from the mind of every sentient creature that can hear its song, meaning it can still be seen, but it is immediately forgotten by those who see it even as they stare directly at its moony face.", - "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness. ", + "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness.", "Horrid Growth. The false hydra's hunger knows no bounds. As the creature eats and grows both in size and number of heads, it becomes more bold. Once it has fully grown to a state of maturity it will drop all pretence and emerge from the ground as a mature false hydra. It then begins to sing a different song, one that dominates and enslaves the vast majority of those who hear it. The false hydra will have all who are able to resist its domination rounded up and eaten until it is sure that the remaining members of the population are enslaved to it. It will then have its thralls carry it on their backs to the next town, where it will continue to dominate and consume in a futile attempt to quench the unending appetite it holds. Eventually, the false hydra will become so large that it must be pulled by its thralls. It will have the creatures it is dominating wrap chains and rope around its body and drag the monster ever onward in a tour of blood and gore. Eventually, the false hydra will gorge itself into a non-sustainable position where it becomes impossible to eat enough to sustain its form. The least moments of a false hydra are usually spent gorging on its thralls in a final attempt to satisfy its appetite.", "Entropic Ends. A false hydra will always inexorably eat itself to death. The only question is whether it takes days, weeks, months, or years. the best way to avoid a catastrophic result when a false hydra becomes a problem is to simply avoid it and remove its food supply. The ultimate safeguard, however, is prevention." ], @@ -34760,7 +34052,7 @@ { "name": "Neck Stalks", "entries": [ - "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity. " + "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity." ] }, { @@ -34774,7 +34066,7 @@ { "name": "Multiattack", "entries": [ - "The false hydra makes as many bite attacks as it has heads. " + "The false hydra makes as many bite attacks as it has heads." ] }, { @@ -34787,7 +34079,7 @@ { "name": "Discordant Song", "entries": [ - "The false hydra sings a discordant song. All creatures that can hear within 5 miles are {@condition charmed} by the false hydra until the song ends. While {@condition charmed} by the false hydra, a target can not see or hear the false hydra and all memories of its presence are suppressed as if the false hydra had never existed. Any resulting gaps in logic are confabulated by the target in order to preserve a logically consistent state of affairs. For example, if someone known to the target is killed by the false hydra, the target may believe that their deceased acquaintance has merely gone on a journey somewhere far away. During a long rest, a {@condition charmed} creature makes a {@dc 20} Wisdom saving throw. If a creature's saving throw is successful, their subconscious mind will reach out to them in an attempt to warn them of the false hydra's presence, possibly in the form of a note scrawled as they slept or by some other means at the DM's discretion. The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack. " + "The false hydra sings a discordant song. All creatures that can hear within 5 miles are {@condition charmed} by the false hydra until the song ends. While {@condition charmed} by the false hydra, a target can not see or hear the false hydra and all memories of its presence are suppressed as if the false hydra had never existed. Any resulting gaps in logic are confabulated by the target in order to preserve a logically consistent state of affairs. For example, if someone known to the target is killed by the false hydra, the target may believe that their deceased acquaintance has merely gone on a journey somewhere far away. During a long rest, a {@condition charmed} creature makes a {@dc 20} Wisdom saving throw. If a creature's saving throw is successful, their subconscious mind will reach out to them in an attempt to warn them of the false hydra's presence, possibly in the form of a note scrawled as they slept or by some other means at the DM's discretion. The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack." ] } ], @@ -34803,9 +34095,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -34845,9 +34134,9 @@ "cr": "16", "fluff": { "entries": [ - "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims. ", + "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims.", "Mysterious Origin. Nobody really knows the true nature of the false hydra. Scholars the world over are left guessing as to the true nature of these creatures. What is known is that by the time their presence is apparent, it is often too late. The false hydra begins its life cycle as a lump of white flesh, growing and festering deep beneath the ground of a town or city. Their genesis is brought on by an abundance of lies and half-truths told by members of a community. Often these creatures manifest in kingdoms where propaganda has become out of control. Eventually, the small fleshy mass, no larger than a fist, grows to the size of a small child and sprouts a single head on a prehensile neck. This is when the false hydra truly begins its cycle. It burrows up through the ground until it reaches the surface, or a chamber with easy access to the surface of the ground such as a sewer, cave, or castle basement. Once it emerges, the false hydra begins to sing a deep and guttural dirge that can be faintly heard for miles around. This song makes all who hear it unable to perceive the false hydra. This is not invisibility, but something much more insidious. The false hydra removes itself from the mind of every sentient creature that can hear its song, meaning it can still be seen, but it is immediately forgotten by those who see it even as they stare directly at its moony face.", - "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness. ", + "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness.", "Horrid Growth. The false hydra's hunger knows no bounds. As the creature eats and grows both in size and number of heads, it becomes more bold. Once it has fully grown to a state of maturity it will drop all pretence and emerge from the ground as a mature false hydra. It then begins to sing a different song, one that dominates and enslaves the vast majority of those who hear it. The false hydra will have all who are able to resist its domination rounded up and eaten until it is sure that the remaining members of the population are enslaved to it. It will then have its thralls carry it on their backs to the next town, where it will continue to dominate and consume in a futile attempt to quench the unending appetite it holds. Eventually, the false hydra will become so large that it must be pulled by its thralls. It will have the creatures it is dominating wrap chains and rope around its body and drag the monster ever onward in a tour of blood and gore. Eventually, the false hydra will gorge itself into a non-sustainable position where it becomes impossible to eat enough to sustain its form. The least moments of a false hydra are usually spent gorging on its thralls in a final attempt to satisfy its appetite.", "Entropic Ends. A false hydra will always inexorably eat itself to death. The only question is whether it takes days, weeks, months, or years. the best way to avoid a catastrophic result when a false hydra becomes a problem is to simply avoid it and remove its food supply. The ultimate safeguard, however, is prevention." ], @@ -34884,7 +34173,7 @@ { "name": "Neck Stalks", "entries": [ - "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity. " + "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity." ] }, { @@ -34942,7 +34231,7 @@ "name": "Domination Dirge", "entries": [ "The false hydra sings a howling dirge. All creatures that can hear within 5 miles must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the false hydra until the song ends. While {@condition charmed} in this way, a creature has a telepathic link with the false hydra. The false hydra can use this telepathic link to issue commands to the creature while the false hydra is conscious (no action required), which the target does its best to obey. The false hydra can specify a simple and general course of action, such as \"attack that creature,\" \"run over there,\" or \"fetch that object.\" If the creature completes the order and doesn't receive further direction from the false hydra, it defends and preserves itself to the best of its ability.", - "The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack with all of its heads. " + "The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack with all of its heads." ] } ], @@ -35000,7 +34289,7 @@ { "name": "Hateful Bellow", "entries": [ - "The false hydra unleashes a piercing cry. All creatures within 5 miles that can hear must succeed on a {@dc 16} Wisdom saving throw or be {@condition paralyzed} until the end of their next turn. " + "The false hydra unleashes a piercing cry. All creatures within 5 miles that can hear must succeed on a {@dc 16} Wisdom saving throw or be {@condition paralyzed} until the end of their next turn." ] }, { @@ -35012,10 +34301,6 @@ ], "mythicHeader": [ "If the false hydra's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Death Throes." - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -35056,8 +34341,8 @@ "fluff": { "entries": [ "A partially coagulated mass of blood stands twelve feet tall before you. Its vaguely humanoid shape leaves bloody footprints as it steps closer with an expression of horror simulated by air bubbles rising to where its face should be. An unmistakable odour similar to that of oxidising iron fills air, and the creature lets out a gurgling wail before moving to attack.", - "Unnatural Elementals. A blood elemental is an elemental being usually summoned from a large quantity of blood, or sometimes water extracted from the lungs of creatures who have drowned. While they are indeed animated by the same spiritual energy that fuels other elemental creatures, the blood elemental exists only as a result of arcane tampering. By using rituals similar to those used while summoning a water elemental, blood can be animated into a hideous form. ", - "Drawn To Lifeblood. In much the same way other elementals are drawn to their primary element, blood elementals are drawn to the blood of living creatures. Similar to how a water elemental might be most comfortable in an exceptionally wet location filled with lots of water, the blood elemental is at its happiest when surrounded by the blood of other creatures. This instinct to find, absorb, and be surrounded by blood often leads to horrible acts of violence against living creatures that have blood. Once a blood elemental has absorbed a significant amount of blood into its form, it will split into two separate blood elementals and work together to find more blood they can feed on. If not kept in control, this process can very easily spiral to the point of no return for entire kingdoms. ", + "Unnatural Elementals. A blood elemental is an elemental being usually summoned from a large quantity of blood, or sometimes water extracted from the lungs of creatures who have drowned. While they are indeed animated by the same spiritual energy that fuels other elemental creatures, the blood elemental exists only as a result of arcane tampering. By using rituals similar to those used while summoning a water elemental, blood can be animated into a hideous form.", + "Drawn To Lifeblood. In much the same way other elementals are drawn to their primary element, blood elementals are drawn to the blood of living creatures. Similar to how a water elemental might be most comfortable in an exceptionally wet location filled with lots of water, the blood elemental is at its happiest when surrounded by the blood of other creatures. This instinct to find, absorb, and be surrounded by blood often leads to horrible acts of violence against living creatures that have blood. Once a blood elemental has absorbed a significant amount of blood into its form, it will split into two separate blood elementals and work together to find more blood they can feed on. If not kept in control, this process can very easily spiral to the point of no return for entire kingdoms.", "Blood Cults. Most blood elementals are created by vile cultists devoted to gods or demons dedicated to spreading carnage and destruction. Blood elementals are notoriously hard to control for a summoner and will almost always turn on the one who summoned them unless they are provided with an ample amount of living creatures to gorge themselves on. It's for this reason that their summoning is considered taboo even among those who dabble in the dark arts." ], "images": [ @@ -35118,13 +34403,13 @@ { "name": "Nauseating Blood", "entries": [ - "When a creature enters a space occupied by the blood elemental or starts its turn there, it must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt this saving throw again at the end of each of its turns. Once a creature has succeeded on this save it is immune to the effects of the elemental's nauseating blood for 24 hours. " + "When a creature enters a space occupied by the blood elemental or starts its turn there, it must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt this saving throw again at the end of each of its turns. Once a creature has succeeded on this save it is immune to the effects of the elemental’s nauseating blood for 24 hours." ] }, { "name": "Blood Drain", "entries": [ - "Whenever the elemental deals necrotic damage to a target that has blood it gains a number of temporary hit points equal to half the damage dealt and the creature's maximum hit points are reduced by the amount of necrotic damage they take until they finish a long rest." + "Whenever the elemental deals necrotic damage to a target that has blood it gains a number of temporary hit points equal to half the damage dealt and the creature’s maximum hit points are reduced by the amount of necrotic damage they take until they finish a long rest." ] } ], @@ -35150,13 +34435,13 @@ { "name": "Bloodbath {@recharge 5}", "entries": [ - "Each creature in the elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 11 ({@damage 2d6 + 4}) necrotic damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space. " + "Each creature in the elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 11 ({@damage 2d6 + 4}) necrotic damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space." ] }, { "name": "Cause Insanity {@recharge 6}", "entries": [ - "The elemental assaults and twists the mind of a single creature it can see within 60 feet, spawning delusions and provoking uncontrolled action. The target must succeed on a {@dc 15} Wisdom Saving Throw. On a failed save the target can't take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behaviour for that turn, consulting the table below. At the end of each of its turns, an affected target can make a {@dc 15} Wisdom Saving Throw. If it succeeds, this effect ends for that target and it is immune to the elemental's cause insanity action for 24 hours.", + "The elemental assaults and twists the mind of a single creature it can see within 60 feet, spawning delusions and provoking uncontrolled action. The target must succeed on a {@dc 15} Wisdom Saving Throw. On a failed save the target can’t take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behaviour for that turn, consulting the table below. At the end of each of its turns, an affected target can make a {@dc 15} Wisdom Saving Throw. If it succeeds, this effect ends for that target and it is immune to the elemental’s cause insanity action for 24 hours.", { "type": "table", "colLabels": [ @@ -35212,11 +34497,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "strength", - "wisdom" ] }, { @@ -35280,13 +34560,13 @@ { "name": "Vulnerability to Darkness", "entries": [ - "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state. " + "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state." ] }, { "name": "Unnatural Strength", "entries": [ - "A seedkin can grapple a creature that is two size categories larger than itself. " + "A seedkin can grapple a creature that is two size categories larger than itself." ] } ], @@ -35294,14 +34574,14 @@ { "name": "Grasping Tendrils", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target is {@condition grappled}." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution save or become {@condition poisoned} for 1 hour." ] } @@ -35378,13 +34658,13 @@ { "name": "Vulnerability to Darkness", "entries": [ - "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state. " + "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state." ] }, { "name": "Unnatural Strength", "entries": [ - "A seedkin can grapple a creature that is two size categories larger than itself. " + "A seedkin can grapple a creature that is two size categories larger than itself." ] } ], @@ -35392,22 +34672,22 @@ { "name": "Grasping Tendrils", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target is {@condition grappled}." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution save or become {@condition poisoned} for 1 hour." ] }, { "name": "Release Seed Pod", "entries": [ - "Targets one creature {@condition grappled} by the seedkin spawner. ", - "The target, and all other living creatures who are not seedkin must succeed on a {@dc 15} Constitution save, or become infected with 10 ({@dice 1d10 + 5}) seeds. The seedkin seeds grow undetected on the body for 2 ({@dice 1d4}) days until the day before they hatch. On the day before, boils begin to form on the victim's body. Once ready to sprout, the {@creature seedkin|dungeondadstatblocks} burst from the boils, causing 2 ({@damage 1d4}) piercing damage per seed on the targets body. Remove disease, or a magical effect of equal power can destroy the seeds before they sprout." + "Targets one creature {@condition grappled} by the seedkin spawner.", + "The target, and all other living creatures who are not seedkin must succeed on a {@dc 15} Constitution save, or become infected with 10 ({@dice 1d10 + 5}) seeds. The seedkin seeds grow undetected on the body for 2 ({@dice 1d4}) days until the day before they hatch. On the day before, boils begin to form on the victim’s body. Once ready to sprout, the {@creature seedkin|dungeondadstatblocks} burst from the boils, causing 2 ({@damage 1d4}) piercing damage per seed on the targets body. Remove disease, or a magical effect of equal power can destroy the seeds before they sprout." ] } ], @@ -35484,13 +34764,13 @@ { "name": "Vulnerability to Darkness", "entries": [ - "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state. " + "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state." ] }, { "name": "Unnatural Strength", "entries": [ - "A seedkin can grapple a creature that is two size categories larger than itself. " + "A seedkin can grapple a creature that is two size categories larger than itself." ] }, { @@ -35510,22 +34790,22 @@ { "name": "Grasping Tendrils", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target is {@condition grappled}." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution save or become {@condition poisoned} for 1 hour." ] }, { "name": "Control Host", "entries": [ - "Targets one creature {@condition grappled} by the slaver. ", - "The slaver bores its tendrils into the target to begin the process of taking control. The target immediately takes 2 ({@damage 1d4}) piercing damage and 4 ({@damage 1d8}) poison damage, or half as much on a successful {@dc 15} Constitution save. If the target fails its save they become {@condition poisoned} for 1 hour and have disadvantage on Wisdom saves for the duration. If the slaver is still grappling the target at the start of the slaver's next turn, the target must succeed on a {@dc 15} Wisdom save or become dominated by the slaver as if under the effects of a permanent {@spell suggestion} spell. " + "Targets one creature {@condition grappled} by the slaver.", + "The slaver bores its tendrils into the target to begin the process of taking control. The target immediately takes 2 ({@damage 1d4}) piercing damage and 4 ({@damage 1d8}) poison damage, or half as much on a successful {@dc 15} Constitution save. If the target fails its save they become {@condition poisoned} for 1 hour and have disadvantage on Wisdom saves for the duration. If the slaver is still grappling the target at the start of the slaver’s next turn, the target must succeed on a {@dc 15} Wisdom save or become dominated by the slaver as if under the effects of a permanent {@spell suggestion} spell." ] } ], @@ -35657,191 +34937,2878 @@ "MW", "RCH" ] - } - ], - "legendaryGroup": [ + }, { - "name": "Yellow Dragon", + "name": "Deepspawn", + "size": [ + "H" + ], + "type": "aberration", "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } + "alignment": [ + "C", + "E" ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "ac": [ { - "type": "list", - "items": [ - "The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone. ", - "A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon's lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.", - "The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn. " + "ac": 17, + "from": [ + "{@item shield|phb}" ] } ], - "regionalEffects": [ - "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "hp": { + "formula": "16d12 + 112", + "average": 216 + }, + "speed": { + "walk": 20, + "climb": 20, + "swim": 20 + }, + "str": 26, + "dex": 20, + "con": 24, + "int": 17, + "wis": 18, + "cha": 10, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "A writhing, bloated, sphere of mud-colored flesh creeps across the floor on six bright yellow, elongated tentacles. Three of its suction-cupped arms wield weapons of war, and the other three end in wide snake-like mouths lined with rows of razor sharp teeth. The main body of the creature is covered in eyes, a few of which protrude from the creature on gangly stalks.", + "Heart of the Dungeon. The deepspawn are an enigmatic race of aberrant creatures. They were first discovered in The Underdark, but nobody truly knows exactly what their origin is. Aside from being horrific creatures capable of doling out carnage on the field of battle, they are especially feared for their ability to create perfect copies of creatures they consume. The spawn created by this twisted abomination are one-to-one clones of the original creature and even the most discerning mages find it impossible to differentiate between the two beings. The only difference seems to be that the clones a deepspawn creates are fanatically loyal to their creator. They view an attack on the deepspawn as an attack on themselves and will willingly lay down their lives if it means protecting their aberrant parent. Because of this, many deepspawn populate their lairs with hordes of monsters they have consumed, which can sometimes lead to unexpected ecosystems in an area occupied by a deepspawn.", + "Varied Armaments. Deepspawn are perfectly capable of wielding any weapon that would typically be used by a humanoid creature. They favor large weapons like greatswords and greataxes, however, they can effectively use any armaments that can be wielded by their tentacles. They also have a limited ability to use magic, which they employ to great effect.", + "Insidious Schemers. Despite their bestial appearance, deepspawn are incredibly intelligent and patient tacticians. In combat they prefer to let their minions do the fighting. Rather than throwing themselves into harm’s way, they deploy their countless spawned agents in the direction of anyone who wishes harm on them. If forced into a situation where combat is inevitable, they bury themselves in rubble or treasure deep within their lair in order to get the drop on the intruders. As intelligent beings they are also not above bargaining if defeat seems inevitable, or if they are dealing with a powerful creature who has something they want.", + "Hidden Lairs. These massive aberrations prefer to lair in places that are far away from prying eyes. Secluded caves, ancient ruins, and other such desolate areas unlikely to draw much attention are all ideal spots for the deepspawn to live. They typically keep to their own devices, securing power and security for themselves, though sometimes they will send agents to nearby settlements of intelligent creatures to expand their influence and lure victims to the deepspawn’s lair. While the creatures can subsist off of any diet, they crave the flesh of intelligent creatures. Often when they consume an intelligent creature they create a spawn of the individual and send them back to the victim’s town to take their place. This allows the deepspawn to use them as a spy, and avoid suspicion at the same time.", + "Copy of a Copy. Over time, the deepspawn’s ability to create a spawn of the same creature will slowly deteriorate. Once it has consumed a living organism the first few clones of that creature will be near perfect recreations, however, the more it uses that creature’s essence to create a spawn the more slight defects will emerge. Typically the spawn’s cognitive abilities are the first place cracks begin to form, until eventually, the spawn is naught but a grotesque imitation of the original." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/JV4eMGA.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/U4AZLNL.png", + "trait": [ { - "type": "list", - "items": [ - "High velocity winds ravage the landscape within 6 miles of the dragon's lair.", - "Any body of water within 6 miles of the dragon's lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.", - "The area within 1 mile of the dragon's lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt." + "name": "Spawn", + "entries": [ + "Once every {@dice 4d6} days, a deepspawn can create a perfect copy of any large or smaller creature native to the Material Plane it has previously consumed. It does not have to have consumed the entire creature, eating something as small as a finger is enough to enable the spawning process. The spawning process takes 1 minute to complete and the spawned creature is identical to the original except it has only dim memories of the original creature’s life and it is fanatically loyal to the deepspawn that created it.", + "Deepspawn are often accompanied by one to three of its spawn at any given time. You can roll on the table below to randomly determine which creatures are with the deepspawn or simply choose a few creatures you feel would be appropriate.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Spawn" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "{@creature Displacer Beast}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "{@creature Minotuar}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "{@creature Manticore}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "{@creature Troll}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "{@creature Ettin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "{@creature Bulette}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + } + }, + "{@creature Giant Crocodile}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + } + }, + "NPC Adventurer" + ] + ] + } ] }, - "If the dragon dies, any water that would not typically have sat in it returns to normal within {@dice 1d10} days and the winds return to normal immediately." - ] - }, - { - "name": "Stellar Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ { - "source": "FTD" + "name": "Tentacles", + "entries": [ + "The deepspawn has three massive tentacles which it often uses to wield various weapons. It is strong enough to wield any weapon in one of these tentacles, even if it is a two-handed weapon such as a greataxe. If the deepspawn takes 25 or more slashing damage in a single round, one of its tentacles (chosen by the attacker) is severed. It regrows a severed tentacle in {@dice 1d10} days." + ] } ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "languages": [ + "Aquan", + "Common", + "Draconic", + "Giant", + "Undercommon" + ], + "languageTags": [ + "AQ", + "C", + "DR", + "GI", + "U" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "save": { + "con": "+11", + "wis": "+8" + }, + "skill": { + "perception": "+8", + "stealth": "+9" + }, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned", + "prone" + ], + "spellcasting": [ { - "type": "list", - "items": [ - "Light erupts from the many brilliant crystals within the layer. All creatures of the dragon's choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.", - "Teleportation magic surges and causes every creature of the dragon's choice within the lair be teleported 30 feet in a random direction.", - "Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage." - ] + "name": "Spellcasting", + "headerEntries": [ + "The deepspawn casts one of the following spells using Wisdom as its spellcasting ability (spell save {@dc 16})." + ], + "will": [ + "{@spell detect thoughts}", + "{@spell water breathing} (self only)" + ], + "daily": { + "3e": [ + "{@spell hold monster}" + ], + "1e": [ + "{@spell heal} (self only)" + ] + }, + "ability": "wis", + "type": "spellcasting" } ], - "regionalEffects": [ - "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "spellcastingTags": [ + "O" + ], + "action": [ { - "type": "list", - "items": [ - "Recalling information becomes difficult within 1 mile of the dragon's lair, as the dragon's magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.", - "The local fauna within 1 mile of the dragon's lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.", - "All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade. " + "name": "Multiattack", + "entries": [ + "The deepspawn makes a number of attacks equal to the number of tentacles it has, it then makes one bite attack." ] }, - "If the dragon dies, these effects fade over the course of {@dice 1d10} days." - ] - }, - { - "name": "Purple Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } - ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", { - "type": "list", - "items": [ - "A tunnel collapses in a 20-foot radius centered on a point within 120 feet of the dragon. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by falling rocks. A creature can use an action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach. This may also cause a new pathway to open up at the DM's discretion.", - "The dragon attempts to slip away into one of the many interconnected tunnels of the lair. If no tunnel is easily accessible, it will smash a hole in a nearby wall, creating a new opening it can move through to escape into its lair. As part of this lair action, the purple dragon may attempt a stealth check to remain hidden. ", - "The dragon sunders the wall of its lair causing jagged fragments of hardened rock previously melted by the dragon's plasma breath flying towards a 20-foot area the dragon can see that is within 120 feet. All creatures in the area take 26 (4d12) piercing damage, or half as much on a successful DC 15 Dexterity saving throw." + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}17 ({@damage 2d8 + 8}) piercing damage and if the target is large or smaller it is {@condition grappled} (escape {@dc 15}). The deepspawn can have up to three creatures {@condition grappled} at once (one in each of its mouths)." ] - } - ], - "regionalEffects": [ - "The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + }, { - "type": "list", - "items": [ - "A veil of darkness enshrouds the land within 1 mile of the dragon's lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.", - "The numerous tunnels into the ground have given rise to many strange creatures that are typically only found in deep caves and underground lairs. Basilisks, trolls, minotaurs, and other subterranean creatures are much more common than they otherwise would be. Undead creatures are also frequently present due to the purple dragon's potential disruption to underground gravers and catacombs.", - "Any creature who walks on a surface touching the ground within half a mile of the dragon's lair and weighs at least 10 pounds can be detected as though with tremorsense by the dragon." + "name": "Greataxe", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}14 ({@damage 1d12 + 8}) slashing damage." ] }, - "If the dragon dies, the shroud of darkness is lifted immediately and the caves of its lair will slowly fill in and collapse over the course of one year." - ] - }, - { - "name": "Contemplator", - "lairActions": [ - "On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator uses it's lair action to cause one of the following effects. It can't use the same effect two rounds in a row.", { - "type": "list", - "items": [ - "The island quakes violently, each creature on the ground must make a DC 18 dexterity saving throw or be knocked prone.", - "Thick Green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.", - "The contemplator alters the flow of time on the island for mere seconds. Every creature re-rolls initiative. The contemplator can choose to not re-roll." + "name": "Morningstar", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}12 ({@damage 1d8 + 8}) piercing damage." ] - } - ], - "regionalEffects": [ - "A contemplator's lair have any or all of the following effects in place.", + }, { - "type": "list", - "items": [ - "The first time a creature with an intelligence score of 3 or more sets foot on the island, the contemplator becomes aware of their presence and location.", - "Fog lightly obscures the sea (or air) within 6 miles of the lair.", - "Creatures within 1 mile of the lair feel much more inquisitive then usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means. " + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}11 ({@damage 1d6 + 8}) bludgeoning damage." ] } ], - "source": "DungeonDadStatblocks" + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ] }, { - "name": "Orange Dragon", + "name": "Ship in a Bottle", + "size": [ + "T" + ], + "type": "construct", "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } + "alignment": [ + "N" ], - "lairActions": [ - "Orange dragons make their home along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favour such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by travelling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest. ", - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", - { - "type": "list", - "items": [ - "The ground splits open, allowing water to rush in, covering a 30 foot radius centred on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swim speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", - "The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a successful DC 15 Dexterity saving throw.", - "Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within the area when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute." - ] - } + "ac": [ + 15 ], - "regionalEffects": [ - "The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "hp": { + "formula": "8d4 + 8", + "average": 28 + }, + "speed": { + "walk": 0, + "fly": 40, + "swim": 20 + }, + "str": 12, + "dex": 15, + "con": 12, + "int": 5, + "wis": 10, + "cha": 13, + "passive": 10, + "cr": "1", + "fluff": { + "entries": [ + "BOTTLED ARMADA", + "An armada of tiny ships, each one secure in a glass bottle the size of a boot, rallies together and floats through the air as though sailing on the tide of some arcane force. Each ship is crewed by a group of tiny sailors, and the ships move as one to attack.", + "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship’s creator around.", + "Formation of an Armada. When multiple ships in bottles are gathered together, they will instinctively pool the spiritual energy used to animate the ships themselves and for a cohesive fleet of animated objects. Once an armada is formed the individual water spirits animating each individual ship become nigh inseparable and will operate with singular purpose. In battle, the ships will fight using naval tactics in order to take down any threat they come across.", + "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship’s crew.", + "Commissioned Curiosities. On occasion, an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental’s spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", + "----------------------------------------------------------------------------------------", + "Create Magic Item: Ship in a Bottle", + "These are the steps you must follow if you want to create a ship in a bottle;", + "First, you must have a mundane ship in a bottle ready to act as the creature’s body. This can typically be purchased for 200 GP. Alternatively, you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", + "Then, over the course of one hour, you must cast the spells animate object, magic jar, and conjure elemental. If you already have the spirit of a water elemental in your possession (such as in an elemental gem) you do not need to cast conjure elemental.", + "Once the final spell has been cast, the ship will become an animated ship in a bottle and will be fully loyal to one creature chosen by the individual casting the final spell.", + "----------------------------------------------------------------------------------------" + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dLD4r7n.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/jGB4VKC.png", + "languages": [ + "understands Aquan and Common", + "but does not speak" + ], + "languageTags": [ + "AQ", + "C" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "resist": [ + "piercing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "prone", + "unconscious" + ], + "trait": [ { - "type": "list", - "items": [ - "Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.", - "All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colours. All flowers in this area also give off a sickly sweet aroma.", - "Portions of the undergrowth within 6 miles is imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common." + "name": "Flyby", + "entries": [ + "The ship in a bottle doesn't provoke opportunity attacks when it flies out of an enemy's reach." ] }, - "If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days." - ] - }, - { - "name": "Gray Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ { - "source": "FTD" + "name": "Shattered Glass", + "entries": [ + "The first time a ship in a bottle takes damage or makes an attack, one of the bottles shatters, spraying glass in a 5-foot radius surrounding the ship. All creatures in the area take 3 ({@damage 1d6}) piercing damage or half as much on a successful {@dc 13} Dexterity saving throw." + ] } ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "traitTags": [ + "Flyby" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "RW", + "AOE" + ], + "action": [ { - "type": "list", - "items": [ - "The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 ({@damage 4d6}) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10).", - "The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.", - "Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 ({@damage 2d10}) piercing damage and be knocked prone. The area also becomes difficult terrain." + "name": "Ballista", + "entries": [ + "{@atk rw} {@hit 8} to hit, reach 60/30 ft., one creature.", + "{@h}5 ({@damage 1d6 + 2}) piercing damage." ] } - ], + ] + }, + { + "name": "Bottled Armada", + "size": [ + "M" + ], + "type": { + "type": "construct", + "swarmSize": "T" + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "N" + ], + "ac": [ + 15 + ], + "hp": { + "formula": "8d4 + 24", + "average": 44 + }, + "speed": { + "walk": 0, + "fly": 40, + "swim": 20 + }, + "str": 16, + "dex": 20, + "con": 16, + "int": 5, + "wis": 14, + "cha": 15, + "passive": 12, + "cr": "5", + "fluff": { + "entries": [ + "BOTTLED ARMADA", + "An armada of tiny ships, each one secure in a glass bottle the size of a boot, rallies together and floats through the air as though sailing on the tide of some arcane force. Each ship is crewed by a group of tiny sailors, and the ships move as one to attack.", + "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship’s creator around.", + "Formation of an Armada. When multiple ships in bottles are gathered together, they will instinctively pool the spiritual energy used to animate the ships themselves and for a cohesive fleet of animated objects. Once an armada is formed the individual water spirits animating each individual ship become nigh inseparable and will operate with singular purpose. In battle, the ships will fight using naval tactics in order to take down any threat they come across.", + "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship’s crew.", + "Commissioned Curiosities. On occasion an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental’s spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", + "----------------------------------------------------------------------------------------", + "Create Magic Item: Ship in a Bottle", + "These are the steps you must follow if you want to create a ship in a bottle;", + "First, you must have a mundane ship in a bottle ready to act as the creature’s body. This can typically be purchased for 200 GP. Alternatively you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", + "Then, over the course of one hour, you must cast the spells animate object, magic jar, and conjure elemental. If you already have the spirit of a water elemental in your possession (such as in an elemental gem) you do not need to cast conjure elemental.", + "Once the final spell has been cast, the ship will become an animated ship in a bottle and will be fully loyal to one creature chosen by the individual casting the final spell.", + "----------------------------------------------------------------------------------------" + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dLD4r7n.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/jGB4VKC.png", + "languages": [ + "understands Aquan and Common", + "but does not speak" + ], + "languageTags": [ + "AQ", + "C" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "prone", + "unconscious" + ], + "trait": [ + { + "name": "Flyby", + "entries": [ + "The ship in a bottle doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Shattered Glass", + "entries": [ + "Whenever a bottled armada takes damage or makes an attack, one of the bottles shatters, spraying glass in a 5-foot radius surrounding the swarm. All creatures in the area take 3 ({@damage 1d6}) piercing damage or half as much on a successful {@dc 15} Dexterity saving throw." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RW", + "AOE" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bottled armada attacks twice, once with its ram and once with its ballista." + ] + }, + { + "name": "Ram (swarm has more than half HP)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature.", + "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Ram (swarm has half HP or less)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature.", + "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Ballista", + "entries": [ + "{@atk rw} {@hit 8} to hit, reach 60/30 ft., one creature.", + "{@h}10 ({@damage 1d12 + 4}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ] + }, + { + "name": "Shadow Giant", + "size": [ + "H" + ], + "type": "monstrosity", + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "18d12 + 54", + "average": 171 + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 17, + "con": 16, + "int": 18, + "wis": 16, + "cha": 11, + "passive": 13, + "cr": "7", + "fluff": { + "entries": [ + "Standing before you is a massive, vaguely humanoid shape wreathed in shadows. The creature’s body is jet-black with long, ropey limbs. Its serpentine torso tapers off into a point where the legs of most humanoid creatures would be. In place of eyes, two azure burning points of fiery light stand out against the creature's shadowy form. When it speaks, black smoke rises from gash acting as the creature's mouth, and that same azure light leaks into the area.", + "Not So Giant. Shadow giants, or shadow people as they prefer to call themselves, are not actually giants in the true sense of the word. While they may have a stature similar to that of other giants and giant-kin, they are actually descendant from an ancient race of creatures who became cursed as a result of their fascination with dark magic. They reside in the darkest corners of the Shadowfell, only ever shifting to the Material Plane to trade with others or to enact some sort of plan. The fact that they grow tremendous in size when exposed to the light of the sun is largely responsible for them being classified as giants by many scholars who did not fully understand what they were looking at.", + "Mysterious Traders. The shadow giants come across all manner of oddities in the Shadowfell, however, the thing most precious to them is obsidian. They use orbs of obsidian as incubators. It is the only substance capable of accepting their essence and acting as a sort of egg, in order to propagate the species. To ensure they have a healthy stock of obsidian on hand, shadow giant merchants will travel to the Material Plane with their collection of valuables in order to trade them with mortals for as much obsidian as they can carry. Due to their appearance and notoriety as beings from the Shadowfell, they often avoid large city centres, instead opting for more secluded areas on the outskirts of large cities. The ideal situation for a shadow giant is to arrange an understanding with someone in a position of power to keep regular trade of goods from the Shadowfell flowing in exchange for a steady supply of obsidian they can rely on.", + "Shadow Giants in Dark Sun", + "Shadow giants originally came from the Dark Sun setting where they were descended from a group of halflings that aligned themselves with Rajaat the Warbringer. They reside in The Black and are doomed to a cursed existence caught between the infinite darkness of their new home and the Material Plane. Shadow giants on Athas also speak the halfling language, a holdover from their ancestors who set them down their blighted path." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0Bx9ZDx.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/FuygdQd.png", + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "skill": { + "history": "+7", + "stealth": "+6" + }, + "vulnerable": [ + "force" + ], + "resist": [ + "acid", + "fire", + "lightning", + "thunder" + ], + "immune": [ + { + "immune": [ + "cold" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "trait": [ + { + "name": "Shadow Body", + "entries": [ + "In areas of dim light the shadow giant’s size becomes large and its attacks have the number of damage dice they roll reduced by one. In areas of darkness its size becomes medium and its attacks have the number of damage dice they roll reduced by two. All its other game statistics remain the same." + ] + }, + { + "name": "Light Consumption", + "entries": [ + "Shadow giants become more powerful when exposed to strong and direct light. In an area of bright light the giant restores {@dice 2d6} hit points at the start of each of its turns. Additionally, anytime the giant would take radiant damage, it instead restores half as many hit points." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes two slam attacks." + ] + }, + { + "name": "Syphoning Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one creature.", + "{@h}23 ({@damage 4d8 + 5}) bludgeoning damage and if the target is equal in size or smaller the target is {@condition grappled}. The target's strength score is reduced by {@dice 1d4}. The target is {@condition unconscious} if this reduces its Strength to 0. The reduction lasts until the target finishes a short or long rest." + ] + }, + { + "name": "Darkbolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, reach 60/240 ft., one creature.", + "{@h}30 ({@damage 4d12 + 4}) cold damage and the target must succeed on a {@dc 15} Constitution Saving Throw or suffer a level of {@condition exhaustion|BEG}." + ] + }, + { + "name": "Descend", + "entries": [ + "If the giant is not in the Shadowfell it magically teleports to the Shadowfell. It may take any objects it is currently holding and any creatures it is currently grappling with. When the giant transports a living creature to the Shadowfell in this way that creature immediately suffers a level of {@condition exhaustion|BEG}. If the giant uses this action while in the Shadowfell, it may magically plane shift to another plane of its choosing." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "conditionInflict": [ + "exhaustion|beg", + "grappled", + "unconscious" + ], + "miscTags": [ + "MW", + "RCH" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "C" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Naztharune", + "size": [ + "M" + ], + "type": "fiend", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "{@item studded leather armor|phb}" + ] + } + ], + "hp": { + "formula": "13d8 + 52", + "average": 110 + }, + "speed": { + "walk": 45 + }, + "str": 14, + "dex": 20, + "con": 18, + "int": 15, + "wis": 12, + "cha": 15, + "passive": 15, + "cr": "10", + "fluff": { + "entries": [ + "Standing before you is a sleek and slender humanoid shaped individual with features that bear a striking resemblance to that of a panther. The creature is dressed in fine clothes that, while clearly expensive, are also highly functional with plenty of protection to boot. Their jet-black fur only serves to make their piercing yellow eyes stand out in the night, and in each of their backwards hands they wield a sharpened fine dagger.", + "Fiendish Cousins. Naztharune are the deadly cousins of the more well known rakshasa. Where rakshasa resemble mighty and powerful tigers, though, the naztharune bear a resemblance to the more stealthy and subtle panther. Though the one tell-tale sign that links their lineage together is still present, their backwards hands. Every naztharune has hands with the palm where the back of the hand would normally be on most humanoid creatures. While it is a subtle difference at a glance, it can be disturbing to those who are not familiar with such creatures when first encountered.", + "Mercenary Mindset. The naztharune are much less haughty than their rakshasa brethren. While they do prefer to work with others of their kind, they will often willingly work with others if they believe there is an opportunity to earn some gold. Where many rakshasa will not work in service to mortals merely on principle, the naztharune can often be found in the employ of mortal beings who are wealthy enough to afford their expert-level services. Working as assassins for hire has earned many naztharune a king’s ransom. Given the nature of their work, very few ever hear about their exploits, which is exactly how the naztharune like it." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/warriorsofmyth/images/c/c7/Naztharune_Rakshasa_by_Wayne_Reynolds.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/xzR8N1M.png", + "languages": [ + "Common", + "Infernal", + "Thieves' cant", + "Undercommon" + ], + "languageTags": [ + "C", + "I", + "TC", + "U" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "skill": { + "deception": "+6", + "perception": "+5", + "stealth": "+9" + }, + "trait": [ + { + "name": "Detect Thoughts", + "entries": [ + "The naztharune has a limited ability to psychically read the thoughts of other creatures within 30 feet around it. By using a bonus action, it can read the surface-level thoughts (what the creature is currently thinking about) of any creature as long as the target has an Intelligence score of at least three and knows how to speak any language. Using an action the naztharune can attempt to probe deeper into the target’s mind by forcing them to make a {@dc 15} Wisdom Saving Throw. On a failed save the naztharune gains insight into the target's reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). Either way the target is aware that someone is attempting to probe deeper into their mind and can attempt a {@dc 15} Intelligence Saving Throw at the end of each of their turns to close off their mind. On any successful saving throw the target is immune to the naztharune’s ability to detect thoughts for one hour." + ] + }, + { + "name": "Evasion", + "entries": [ + "If the naztharune is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the naztharune instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "One with the Dark", + "entries": [ + "The naztharune can hide as a bonus action. It can also hide even if it isn’t behind cover or otherwise obscured so long as it's in dim light or darkness." + ] + }, + { + "name": "Psychic Scanning", + "entries": [ + "The naztharune’s mind can detect other thinking creature’s within 30 feet of it, revealing their size and exact location to the naztharune. This trait can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks the naztharune from detecting anything. It does not detect creatures with an Intelligence score of 3 or lower." + ] + }, + { + "name": "Shadow Jump", + "entries": [ + "The naztharune can magically teleport up to 20 feet from its location to another unoccupied location as a bonus action as long as both its current location and the place its teleporting to are in dim light or darkness." + ] + }, + { + "name": "Sneak Attack", + "entries": [ + "Once per turn, the naztharune deals an extra 21 ({@damage 6d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the naztharune that isn't {@condition incapacitated} and the naztharune doesn't have disadvantage on the attack roll." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The naztharune makes three melee weapon attacks or two attacks with its shortbow." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit +9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage." + ] + }, + { + "name": "Claw (Naztharune Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one creature.", + "{@h}8 ({@dice 1d6 + 5}) slashing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit +9} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 9 ({@damage 2d8}) poison damage and the target must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} for 10 minutes." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The naztharune assumes any humanoid form of its choosing, or reverts to its own form. When changing into a humanoid form it can choose its new height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any, with the only limitation being that the new form must be a medium humanoid creature. In humanoid form, a naztharune loses its claw attacks. A change in form cannot be dispelled, but a naztharune reverts to its natural form when killed." + ] + } + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "miscTags": [ + "MW", + "RW", + "RNG" + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "conditionInflict": [ + "poisoned" + ], + "damageTags": [ + "I", + "P" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Steel Dragon Wyrmling", + "size": [ + "M" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 30, + "climb": 30, + "fly": 60 + }, + "str": 19, + "dex": 10, + "con": 17, + "int": 14, + "wis": 11, + "cha": 15, + "passive": 12, + "cr": "4", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "wyrmling", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "save": { + "dex": "+2", + "con": "+5", + "wis": "+2", + "cha": "+4" + }, + "skill": { + "perception": "+2", + "stealth": "+2" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) acid damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 15-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 11} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of medium size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Shapechanger" + ], + "damageTags": [ + "A", + "I", + "P" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Young Steel Dragon", + "size": [ + "L" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d10 + 85", + "average": 178 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 23, + "dex": 10, + "con": 21, + "int": 16, + "wis": 11, + "cha": 19, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "young", + "languages": [ + "Common", + "Draconic", + "Dwarvish", + "Elvish", + "Halfling", + "Orc" + ], + "languageTags": [ + "C", + "DR", + "D", + "E", + "H", + "O" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+4", + "con": "+9", + "wis": "+4", + "cha": "+8" + }, + "skill": { + "perception": "+8", + "stealth": "+4" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}9 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) acid damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 49 ({@damage 11d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of large size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Shapechanger" + ], + "damageTags": [ + "A", + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Adult Steel Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "19d12 + 133", + "average": 256 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 27, + "dex": 10, + "con": 25, + "int": 20, + "wis": 13, + "cha": 21, + "passive": 23, + "cr": "17", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "adult", + "languages": [ + "Common", + "Draconic", + "Dwarvish", + "Elvish", + "Halfling", + "Orc", + "Undercommon" + ], + "languageTags": [ + "C", + "DR", + "D", + "E", + "H", + "O", + "U" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+6", + "con": "+13", + "wis": "+7", + "cha": "+11" + }, + "skill": { + "perception": "+13", + "stealth": "+6" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one creature.", + "{@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) acid damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target.", + "{@h}15 ({@damage 2d6 + 8}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 15 ft., one target.", + "{@h}17 ({@damage 2d8 + 8}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 56 ({@damage 16d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of huge size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack", + "Shapechanger" + ], + "traitTags": [ + "Legendary Resistances" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "legendaryGroup": { + "name": "Steel Dragon", + "source": "DungeonDadStatblocks" + }, + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Slither", + "entries": [ + "The dragon makes a Dexterity (Stealth) check and attempts to hide." + ] + }, + { + "name": "Wing Attack", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "damageTags": [ + "A", + "B", + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Ancient Steel Dragon", + "size": [ + "G" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "28d20 + 252", + "average": 546 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 30, + "dex": 10, + "con": 29, + "int": 24, + "wis": 15, + "cha": 23, + "passive": 26, + "cr": "24", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "ancient", + "languages": [ + "Common", + "Draconic", + "Dwarvish", + "Elvish", + "Halfling", + "Orc", + "Undercommon" + ], + "languageTags": [ + "C", + "DR", + "D", + "E", + "H", + "O", + "U" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+7", + "con": "+16", + "wis": "+9", + "cha": "+13" + }, + "skill": { + "perception": "+16", + "stealth": "+7" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one creature.", + "{@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) acid damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one target.", + "{@h}17 ({@damage 2d6 + 10}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 20 ft., one target.", + "{@h}19 ({@damage 2d8 + 10}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 90-­foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of gargantuan size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack", + "Shapechanger" + ], + "traitTags": [ + "Legendary Resistances" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "legendaryGroup": { + "name": "Steel Dragon", + "source": "DungeonDadStatblocks" + }, + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Slither", + "entries": [ + "The dragon makes a Dexterity (Stealth) check and attempts to hide." + ] + }, + { + "name": "Wing Attack", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "damageTags": [ + "A", + "B", + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Adaptor", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|phb}" + ] + } + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 16, + "int": 14, + "wis": 11, + "cha": 18, + "passive": 10, + "cr": "6", + "tokenUrl": "https://i.imgur.com/AkkpguR.png", + "fluff": { + "entries": [ + "Our adventurers have found the item that they have spent the entire campaign looking for. But, it is protected by a strange being that absorbs and becomes immune to their attacks. Will they defeat the Adaptor and claim their prize or will they fail to realize how to manipulate damage and find themselves falling to the blade it wields?", + "(Link to Wally DM Video: https://www.youtube.com/watch?v=4NKjb3YVu5A&t=1173s)" + ] + }, + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "save": { + "dex": "+5", + "wis": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "trait": [ + { + "name": "Damage Adaption", + "entries": [ + "Whenever the adaptor takes damage, it gains resistance to that type of damage for 1 minute. If the adaptor takes damage from a type of damage it has resistance to, it gains immunity to that type of damage until the end of its next turn." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The adaptor is immune to any spell or effect that would alter its form." + ] + } + ], + "traitTags": [ + "Immutable Form" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The adaptor’s innate spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell absorb elements|XGE}", + "{@spell detect magic}" + ], + "daily": { + "2e": [ + "{@spell branding smite}", + "{@spell searing smite}", + "{@spell thunderous smite}", + "{@spell wrathful smite}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The adaptor makes two weapon attacks and uses its energy purge." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit +6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Energy Purge", + "entries": [ + "The adaptor unleashes a wave of energy 30 feet in all directions, centred on it. All creatures within the area take 17 ({@damage 4d6 + 3}) damage, or half as much on a successful {@dc 15} Dexterity saving throw. The damage type is the same as the last type of damage the adaptor has taken. The adaptor can only use this action if it has taken damage in the past 24 hours." + ] + } + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The adaptor adds 3 to its AC against one melee attack that would hit it. To do so the adaptor must see the attacker and be wielding a melee weapon." + ] + }, + { + "name": "Dimensional Anchor", + "entries": [ + "The adaptor prevents itself from moving to a different plane until the start of its next turn." + ] + } + ], + "miscTags": [ + "MW" + ], + "attachedItems": [ + "greatsword|phb" + ], + "damageTags": [ + "S" + ], + "damageTagsSpell": [ + "F", + "R", + "T", + "Y" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "constitution", + "strength", + "wisdom" + ] + }, + { + "name": "Oard", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d8 + 20", + "average": 65 + }, + "speed": { + "walk": 40 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 16, + "wis": 12, + "cha": 10, + "passive": 11, + "cr": "2", + "fluff": { + "entries": [ + "A humanoid creature blurring the lines between flesh and metal stands before you. While vaguely human in its appearance, the creature’s body is augmented with countless metallic pieces of technology and tubing.", + "Man and Machine. Oards are a technologically advanced species of humanoid creatures. It’s unclear if they originated as a known humanoid species, or if they began life as some other kind of creature, but regardless of their organic origins they have long since moved past the shape nature intended for them to have. By using their knowledge of technology and science, they have taken evolution into their own hands. While they do have semi organic bodies, much of their form is fashioned from metal and other unnatural worked materials. These augmentations give them great strength and keen minds, however, they also make them vulnerable to magic that normally only affects inanimate objects or constructs.", + "Unnatural Lifecycle. The oard has a truly strange lifecycle when compared to most other humanoid species. They are not born, but rather grown in tanks specifically fashioned for the development of their young. Once a child has finished its growing phase within the tank, it is gradually \"upgraded\" with all manner of technological improvements until the creature is nearly indistinguishable from the rest of its kind. The longevity of the oard is largely unknown, but sages theorise that they may have no upper age limit given their extremely competent skills with augmentation and technology. It is possible that the final stage of oard life is one where every trace of organic matter has been replaced with machinery and metal.", + "Time Travelers. The singular mission of oard society seems to be the total domination and assertion of their authority over all creation itself. They attempt to achieve this goal by travelling through time in order to change historical events in subtle ways that will better suit the schemes of the oard in the long run. They are able to do this by utilising their time travel mirrors, devices that allow a creature to step over a threshold and into the past. This trip is a one way ordeal, however, so any creature that uses such a device is unable to return to the present. As a result, members of oard civilization can be found across all periods of history." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fCPwP95.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/A1dlImj.png", + "variant": [ + { + "name": "Oard Devices", + "entries": [ + "Some of the oard weapons and devices are described below. While they are purely technological in their design, for gameplay purposes the effects created by these devices should be treated in the same way as their magical counterparts (when applicable) unless otherwise specified.", + "Oard devices are controlled and powered by wires which plug into the oards’ bodies and are tuned to their individual user. As such, the devices do not function in the hands of any other individual without significant modification.", + "Each device can be used with an action, unless otherwise specified." + ], + "type": "variant" + }, + { + "name": "Image Amulet", + "entries": [ + "This device creates a holographic image around the oard that allows it to cast {@spell disguise self} with a duration of 24 hours." + ], + "type": "variant" + }, + { + "name": "Ray Glove", + "entries": [ + "This glove is imbued with a weapon that fires projectiles equivalent to a 1st level {@spell magic missile}." + ], + "type": "variant" + }, + { + "name": "Blaster Tube", + "entries": [ + "A tubular device that fires a blast of force in a line that is 20 feet wide and 120 feet long. All creatures in the area take {@damage 4d6} force damage, or half as much on a successful {@dc 15} Dexterity Saving Throw." + ], + "type": "variant" + }, + { + "name": "Fireball Gem", + "entries": [ + "A tiny, self propelled bomb which effectively recreates the casting of a 3rd level {@spell fireball} spell." + ], + "type": "variant" + }, + { + "name": "Protection Belt", + "entries": [ + "This device surrounds the oard with a protective force field, allowing the oard to effectively cast {@spell shield} five times per day." + ], + "type": "variant" + }, + { + "name": "Speech Bracelet", + "entries": [ + "A two-way communication device that functions within a range of 50 miles, allowing the oard to speak with other oards also equipped with a speech bracelet." + ], + "type": "variant" + }, + { + "name": "Time Travel Mirror", + "entries": [ + "A large device, usually six feet tall and 3 feet wide, that enables the oard and up to six other willing creatures to travel back in time to a chosen point in history. The mirror only allows travel backward through time and must be stepped through, thus leaving the mirror behind in the present." + ], + "type": "variant" + }, + { + "name": "Lightning Rod", + "entries": [ + "A melee weapon resembling a longsword, wreathed in lighting. It deals {@damage 1d8} slashing damage plus {@damage 1d4} lightning damage on a successful attack." + ], + "type": "variant" + } + ], + "languages": [ + "Common", + "Oard" + ], + "languageTags": [ + "C" + ], + "skill": { + "history": "+7" + }, + "resist": [ + "cold", + "fire" + ], + "immune": [ + "psychic" + ], + "conditionImmune": [ + "charmed" + ], + "trait": [ + { + "name": "Constructed Nature", + "entries": [ + "Spells and other abilities that normally only affect constructs also affect the oard." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The oard has advantage on saving throws against spells and other magical effects." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The oard makes two melee attacks." + ] + }, + { + "name": "Lightning Rod", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", + "{@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) lightning damage." + ] + }, + { + "name": "Ray Gloves", + "entries": [ + "The oard fires three glowing darts of pure energy. Each dart hits a creature of the oard’s choice that it can see within 120 feet. A dart deals {@damage 1d4 + 1} force damage to its target. The darts all strike simultaneously, and the oard can direct them to hit one creature or several." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "B", + "L" + ], + "savingThrowForced": [ + "dexterity" + ] + }, + { + "name": "Mercury Dragon Wyrnling", + "size": [ + "M" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 75 + }, + "str": 18, + "dex": 12, + "con": 17, + "int": 12, + "wis": 11, + "cha": 16, + "passive": 12, + "cr": "4", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever-changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Draconic" + ], + "languageTags": [ + "DR" + ], + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "save": { + "dex": "+3", + "con": "+5", + "int": "+3", + "cha": "+5" + }, + "skill": { + "perception": "+2", + "insight": "+2", + "stealth": "+3" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + } + ], + "conditionInflict": [ + "poisoned" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 30-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW" + ], + "actionTags": [ + "Breath Weapon" + ], + "damageTags": [ + "F", + "P", + "R" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence" + ] + }, + { + "name": "Young Mercury Dragon", + "size": [ + "L" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d10 + 85", + "average": 178 + }, + "speed": { + "walk": 60, + "climb": 60, + "fly": 90 + }, + "str": 23, + "dex": 14, + "con": 21, + "int": 14, + "wis": 11, + "cha": 20, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+6", + "con": "+9", + "int": "+6", + "cha": "+9" + }, + "skill": { + "perception": "+8", + "insight": "+4", + "stealth": "+6" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + } + ], + "conditionInflict": [ + "poisoned" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one creature.", + "{@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 60-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55({@dice 10d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "dragonAge": "young", + "damageTags": [ + "F", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence" + ] + }, + { + "name": "Adult Mercury Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "19d12 + 133", + "average": 256 + }, + "speed": { + "walk": 70, + "climb": 70, + "fly": 120 + }, + "str": 27, + "dex": 14, + "con": 25, + "int": 16, + "wis": 14, + "cha": 22, + "passive": 24, + "cr": "17", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+8", + "con": "+13", + "int": "+9", + "cha": "+12" + }, + "skill": { + "perception": "+14", + "insight": "+8", + "stealth": "+8" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "conditionInflict": [ + "blinded", + "frightened", + "poisoned", + "prone" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one creature.", + "{@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target.", + "{@h}15 ({@damage 2d6 + 8}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 20 ft., one target.", + "{@h}21 ({@damage 2d12 + 8}) slashing damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 11 ({@damage 2d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Blinding Light (Costs 2 actions)", + "entries": [ + "If the dragon is in an area of dim light or brighter, it can position its wings in such a way as to reflect a beam of brilliant light off its body and into a 10 foot area it can see within 300 feet of it. All creatures in that area must succeed on a {@dc 16} Constitution Saving Throw or be {@condition blinded} until the end of their next turn." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Mercury Dragon", + "source": "DungeonDadStatblocks" + }, + "damageTags": [ + "B", + "F", + "P", + "R", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Ancient Mercury Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "28d20 + 252", + "average": 546 + }, + "speed": { + "walk": 70, + "climb": 70, + "fly": 120 + }, + "str": 30, + "dex": 16, + "con": 29, + "int": 18, + "wis": 16, + "cha": 26, + "passive": 27, + "cr": "22", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+10", + "con": "+16", + "int": "+11", + "cha": "+15" + }, + "skill": { + "perception": "+17", + "insight": "+10", + "stealth": "+10" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "conditionInflict": [ + "blinded", + "frightened", + "poisoned", + "prone" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one creature.", + "{@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one target.", + "{@h}17 ({@damage 2d6 + 10}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 20 ft., one target.", + "{@h}23 ({@damage 2d12 + 10}) slashing damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 120-­foot line that is 10 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 88 ({@damage 16d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 11 ({@damage 2d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Blinding Light (Costs 2 actions)", + "entries": [ + "If the dragon is in an area of dim light or brighter, it can position its wings in such a way as to reflect a beam of brilliant light off its body and into a 10 foot area it can see within 300 feet of it. All creatures in that area must succeed on a {@dc 20} Constitution Saving Throw or be {@condition blinded} for {@dice 1d4} rounds." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Mercury Dragon", + "source": "DungeonDadStatblocks" + }, + "damageTags": [ + "B", + "F", + "P", + "R", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + } + ], + "legendaryGroup": [ + { + "name": "Yellow Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone.", + "A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon's lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.", + "The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "High velocity winds ravage the landscape within 6 miles of the dragon's lair.", + "Any body of water within 6 miles of the dragon's lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.", + "The area within 1 mile of the dragon's lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt." + ] + }, + "If the dragon dies, any water that would not typically have sat in it returns to normal within {@dice 1d10} days and the winds return to normal immediately." + ] + }, + { + "name": "Stellar Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "Light erupts from the many brilliant crystals within the layer. All creatures of the dragon's choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.", + "Teleportation magic surges and causes every creature of the dragon's choice within the lair be teleported 30 feet in a random direction.", + "Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Recalling information becomes difficult within 1 mile of the dragon's lair, as the dragon's magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.", + "The local fauna within 1 mile of the dragon's lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.", + "All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade." + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, + { + "name": "Purple Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "A tunnel collapses in a 20-foot radius centered on a point within 120 feet of the dragon. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by falling rocks. A creature can use an action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach. This may also cause a new pathway to open up at the DM's discretion.", + "The dragon attempts to slip away into one of the many interconnected tunnels of the lair. If no tunnel is easily accessible, it will smash a hole in a nearby wall, creating a new opening it can move through to escape into its lair. As part of this lair action, the purple dragon may attempt a stealth check to remain hidden.", + "The dragon sunders the wall of its lair causing jagged fragments of hardened rock previously melted by the dragon's plasma breath flying towards a 20-foot area the dragon can see that is within 120 feet. All creatures in the area take 26 (4d12) piercing damage, or half as much on a successful DC 15 Dexterity saving throw." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "A veil of darkness enshrouds the land within 1 mile of the dragon's lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.", + "The numerous tunnels into the ground have given rise to many strange creatures that are typically only found in deep caves and underground lairs. Basilisks, trolls, minotaurs, and other subterranean creatures are much more common than they otherwise would be. Undead creatures are also frequently present due to the purple dragon's potential disruption to underground gravers and catacombs.", + "Any creature who walks on a surface touching the ground within half a mile of the dragon's lair and weighs at least 10 pounds can be detected as though with tremorsense by the dragon." + ] + }, + "If the dragon dies, the shroud of darkness is lifted immediately and the caves of its lair will slowly fill in and collapse over the course of one year." + ] + }, + { + "name": "Contemplator", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator uses it's lair action to cause one of the following effects. It can't use the same effect two rounds in a row.", + { + "type": "list", + "items": [ + "The island quakes violently, each creature on the ground must make a DC 18 dexterity saving throw or be knocked prone.", + "Thick Green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.", + "The contemplator alters the flow of time on the island for mere seconds. Every creature re-rolls initiative. The contemplator can choose to not re-roll." + ] + } + ], + "regionalEffects": [ + "A contemplator's lair have any or all of the following effects in place.", + { + "type": "list", + "items": [ + "The first time a creature with an intelligence score of 3 or more sets foot on the island, the contemplator becomes aware of their presence and location.", + "Fog lightly obscures the sea (or air) within 6 miles of the lair.", + "Creatures within 1 mile of the lair feel much more inquisitive then usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means." + ] + } + ], + "source": "DungeonDadStatblocks" + }, + { + "name": "Orange Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "Orange dragons make their home along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favour such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by travelling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest.", + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The ground splits open, allowing water to rush in, covering a 30 foot radius centred on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swim speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", + "The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a successful DC 15 Dexterity saving throw.", + "Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within the area when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.", + "All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colours. All flowers in this area also give off a sickly sweet aroma.", + "Portions of the undergrowth within 6 miles is imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common." + ] + }, + "If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days." + ] + }, + { + "name": "Gray Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 ({@damage 4d6}) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10).", + "The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.", + "Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 ({@damage 2d10}) piercing damage and be knocked prone. The area also becomes difficult terrain." + ] + } + ], "regionalEffects": [ "The region containing a legendary gray dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", { "type": "list", "items": [ - "It becomes very difficult to cover your tracks within 10 miles of the dragon's lair. Magic that obscures the trail left behind by a creature doesn't function, and creature's make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed. ", - "Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled. ", - "Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell's effect. " + "It becomes very difficult to cover your tracks within 10 miles of the dragon's lair. Magic that obscures the trail left behind by a creature doesn't function, and creature's make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed.", + "Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled.", + "Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell's effect." ] }, "If the dragon dies the animals in the area remain oversized, however their aggression level returns to normal and any of their future offspring will be of normal size. All other effects end immediately." @@ -35878,6 +37845,70 @@ }, "If the dragon dies, the sandstorm dissipates immediately and the other effects gradually fade over 1d10 days." ] + }, + { + "name": "Steel Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "All creatures of the dragon’s choosing in the lair must succeed on a DC 15 Intelligence Saving Throw. On a failed save a creature has one spell slot of their lowest unexpended level drained away by the dragon as if it had been used to cast a spell. The dragon gains 1d4 temporary hit points for every level of spell drained.", + "The lair shakes and a large piece of the ceiling comes loose and falls. All creatures in a 10 foot area within 120 feet of the dragon take 2d12 bludgeoning damage, or half as much on a successful DC 14 Dexterity Saving Throw. A creature that fails this save by 5 or more is knocked prone and restrained beneath the rubble. A restrained creature is restrained until they, or an ally within 5 feet, use an action to push the rubble aside.", + "The dragon magically rearranges the layout of its lair. It can cause up to 30 feet in length of an existing wall to recede into the floor, or cause a new wall of up to 30 feet in length to spring up from the floor into the ceiling. A new wall may have doors and windows, or be completely featureless. Any creatures occupying the space of a new wall must succeed on a DC 15 Dexterity Saving Throw or be pushed up to the ceiling of the room and then fall down on a randomly determined side of the wall, taking fall damage depending on its height. A creature who succeeds on this saving throw can move into an unoccupied space on either side of the wall they choose." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary steel dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "All creatures within 1 mile of the lair have advantage on Intelligence checks.", + "Creatures that spend more than 24 hours over the course of a week in the dragon’s lair must succeed on a DC 15 Wisdom Saving Throw or find themselves fascinated with the location. While fascinated, a creature is unable to speak poorly of the dragon’s lair and if they truly did enjoy themselves there, will be forthcoming with others about how much they like the place. This is a charm-based effect. Creatures that pass the saving throw have no inclination that there was a magical charm at play.", + "Creatures within 3 miles of the dragon’s lair who have a chaotic alignment are known to the dragon. It does not know their precise location, but it is aware of their presence." + ] + }, + "If the dragon dies, all regional effects disperse instantly." + ] + }, + { + "name": "Mercury Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "All creatures within 120 feet of the dragon randomly swap places with each other. If a creature would be placed in a space it can’t fit, it instead stays where it is.", + "The lair quakes. All creatures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", + "A single creature within the dragon’s lair chosen by the dragon must succeed on a DC 15 Wisdom Saving Throw or be afflicted with the {@spell crown of madness} spell as if it were cast by the dragon. The dragon must maintain concentration on this effect and if the dragon uses this lair action again the effect ends on the first target." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary steel dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Creatures within 6 miles feel their mind jumping from place to place and find it hard to concentrate on just one thing at a time, imposing disadvantage on concentration checks to maintain spells.", + "The weather within 8 miles is always sunny, and there is little to no cloud coverage.", + "Earthquakes and volcanic erupts (when applicable) are commonplace within 6 miles of the dragon's lair, causing the landscape to become volatile and unpredictable. Earthquakes commonly open up and reseal underground cave systems and passages to the Underdark." + ] + }, + "If the dragon dies, the earthquakes and eruptions gradually become less common over the course of 1d6 months until eventually the frequency returns to a normal level. All other effects end immediately." + ] } ], "race": [