diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index e035cc0277..f9d761195a 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8601,7 +8601,7 @@ }, { "type": "section", - "name": "Court of the Seven Cities", + "name": "Court of Seven Cities", "page": 178, "entries": [ "The Seven Cities of Hell scheme and plot endlessly, each ruled by an archdevil seeking domination over the others to become the King of Hell. Should this happen, the legions of Hell would erupt across the timescape, bathing the upper worlds in black soulblood.", @@ -8636,19 +8636,108 @@ "entries": [ "Hate devils are brutal, ferocious infantry. They radiate antipathy so strongly that anyone in their aura begins to hate their friends, their allies\u2014even themselves.", "During the first round of combat, a hate devil attacks from above, using Spit Flame or casting {@spell phantasmal killer} to harm foes that resist its Aura of Enmity. On subsequent turns, the devil lands to focus melee attacks on a flying or ranged combatant before taking back to the skies for defense. The devil is willing to provoke an opportunity attack or two if it means returning to the safety of the skies.", - "{@creature Hate Devil|KaW}" + "{@creature Hate Devil|KaW}", + { + "type": "entries", + "name": "Rakat, Baron of Styx", + "page": 180, + "entries": [ + "Styx, the City of Blood, was sacked in the War of Forgetfulness and is now least among the Seven Cities. Their representative in the court is a lowly baron\u2014but a baron who, since the war, is determined to not forget what Styx suffered.", + "A hate devil of sizable power, Rakat intends to pit the court against itself and destroy it from within. Their blinding rage hides a scheming mind.", + "Like other hate devils, Rakat begins combat by flying above their enemies, but remains low enough to ensure they are in the fiend's Aura of Enmity. On their first turn, they cast {@spell power word stun} on a foe with lower hit points than others to ensure the spell's success, and fire their Ray of Antipathy at a creature outside their Aura of Enmity. They use the Divide and Conquer villain action to cut any bard, cleric, or other supportive spellcaster off from a creature affected by {@spell power word stun} or {@condition charmed} by their Aura of Enmity.", + "On subsequent turns, Rakat engages characters in melee with {@item Zealcleaver|KaW}, though the devil continues to remain at least 10 feet in the air, benefitting from their long reach.", + "{@creature Rakat, Baron of Styx|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Stone Devil", + "page": 182, + "entries": [ + "Nearly indestructible, stone devils are the bulwarks of the Seven Cities. No unit of stone devils has ever lost morale in the history of the timescape. Their hearts grind spirits into black soulblood that corrupts everything it touches.", + "A stone devil relies on its high AC to protect it from opportunity attacks as it moves around the battlefield to make the most of its Soulblood Trail trait.", + "The flaw imposed by the devil's Soulblood Trail trait and Foul Ichor action is a temporary affliction that is fun to roleplay for many players, but others truly dislike having a personality change imposed by a failed saving throw. Only use the flaw if you play with the type of players who enjoy incorporating it into the narrative.", + "{@creature Stone Devil|KaW}", + { + "type": "entries", + "name": "Moranon, Marquis of Acheron", + "page": 183, + "entries": [ + "Loyal and unyielding, Marquis Moranon steadily serves Asmodeus, archdevil of Acheron, the City of Whispers. Moranon's fidelity is admirable, Asmodeus just wishes his servant was a little more ambitious...", + "Unlike other stone devils, Moranon's villain actions and Disciplined Advance reaction allow him to create hazardous areas using his Soulblood Trail without provoking opportunity attacks. He is less reckless than his soldiers and makes far greater use of Profane Flame, since he can use it as a bonus action or as a reaction using Disciplined Advanced.", + "Moranon focuses his attacks on arcane spellcasters, believing they are the ones most likely to discover his true name and use magic to bypass his high AC. His advance is calculated and considered. If armored warriors get in the devil's way, he cuts them down, using Disciplined Advance and villain actions to get around such foes and engage spellcasters first, and using Profane Flame to attack those casters if warriors lock him down.", + "{@creature Moranon, Marquis of Acheron}" + ] + } + ] + }, + { + "type": "entries", + "name": "Steel Devil", + "page": 185, + "entries": [ + "The razors of hell, steel devils are highly mobile terror weapons deployed to wreak maximum carnage in battle. It is impossible to fight one without suffering wounds; even psionic attacks cause the mind to bleed.", + "A steel devil uses its incredible speed to engage its enemies in melee combat, since its mere presence can dish out damage to any nearby creature. It prefers to fight warriors foolish enough to remain close to make the most of its Agonizing Visage and Thorns of Pain traits. Even at a distance, the devil's Agonizing Visage and Soul Scalpel can harm foes as it advances.", + "{@creature Steel Devil|KaW}", + { + "type": "entries", + "name": "Sryz, Count of Naraka", + "page": 186, + "entries": [ + "It's rare for a steel devil to enter the ranks of Hell's nobility, but Count Sryz sees the weakness brought about by the Wars of Forgetfulness and intends to quickly ascend to reigning as the prince\u2014or to destroy the court in the process.", + "Sryz is the ultimate steel devil, and acts much like their counterparts do in combat. The devil engages other creatures in melee, surrounding themselves with as many combatants as possible to get the most out of their Agonizing Visage and Thorns of Pain traits and setting themselves up to devastate as many creatures as possible with their Sonic Attack villain action.", + "On their turn, Sryz spreads the damage around with their six Eviscerating Strikes, dashing with Lethal Agility if need be, then targets a creature they can't reach with Soul Scalpel. Sryz prefers to use Lacerating Presence on a foe that concentrates on a spell to make it more difficult for the creature to maintain a hold on the magic.", + "Sryz damages as many creatures as possible to maximize the effect of their Howl of Suffering villain action.", + "{@creature Sryz, Count of Naraka|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Lore Devil", + "page": 188, + "entries": [ + "Lore devils are living compendiums of spent scrolls and dead codices. Keepers of lost arcane secrets, they wield cunning magics and feed on the energy of weaker mages.", + "A lore devil prefers to battle foes at range, beginning combat with its Multiattack action, first casting {@spell dominate person} to bring a strong bodyguard to the fiend's side, then using Arcane Bolt twice. The devil continues to use Multiattack, casting {@spell disintegrate} to harm an enemy spellcaster or {@spell reverse gravity} followed by {@spell fireball} and {@spell lightning bolt} on subsequent turns to damage as many foes caught in the upward pull as possible. If a creature gets close enough to make melee attacks against the lore devil, the fiend uses Spelldrain to regain hit points before casting {@spell misty step} or {@spell plane shift} to get away.", + "Note that the lore devil has a damage vulnerability uncommon among the other denizens of hell-fire. Characters don't normally encounter lore devils in flaming wastelands or volcanic lava pits the way they might some other fiends. These devils are smart and stay out of the places in hell that are hazardous to their health.", + "Some lore devils study ancient infernal rituals that allow them to bind the flesh of other devils to their papery skin. This fiendish essence infuses their pages with durability against flames, removing the vulnerability. Some lore devils gather enough fiendish flesh to perform the ritual several times, making them resistant or even immune to fire damage.", + "{@creature Lore Devil|KaW}", + { + "type": "entries", + "name": "Indix, Earl of Sheol", + "page": 189, + "entries": [ + "Lord Indix is composed of the burning pages of the once-powerful {@item codex mutabilis|KaW}, the Book of Change. When the arcane tome was thrown into the caldera of Mount Vor, the book was incinerated, and deep within Sheol, the City of Death, Lord Indix was created.", + "Indix is the Book of Change given life\u2014as such, they have access to now-abolished rituals, ones of immense and unmatched power. The Lords of Sheol, the City of Death, turn a blind eye to Earl Indix's machinations, fearing the lord's power even as they rely on it.", + "The Earl of Sheol is a complex boss monster, and their villain actions are maximally disruptive! To keep the game rolling, consider doing the math on these actions ahead of time. In the case of Transmute Aspects, having new stats and attack modifiers ready for your players to use will dramatically reduce the chance that they riot and set your table on fire!", + "{@creature Indix, Earl of Sheol}" + ] + } ] }, { "type": "entries", - "name": "Rakat, Baron of Styx", - "page": 180, + "name": "Fang Devil", + "page": 191, "entries": [ - "Styx, the City of Blood, was sacked in the War of Forgetfulness and is now least among the Seven Cities. Their representative in the court is a lowly baron\u2014but a baron who, since the war, is determined to not forget what Styx suffered.", - "A hate devil of sizable power, Rakat intends to pit the court against itself and destroy it from within. Their blinding rage hides a scheming mind.", - "Like other hate devils, Rakat begins combat by flying above their enemies, but remains low enough to ensure they are in the fiend's Aura of Enmity. On their first turn, they cast {@spell power word stun} on a foe with lower hit points than others to ensure the spell's success, and fire their Ray of Antipathy at a creature outside their Aura of Enmity. They use the Divide and Conquer villain action to cut any bard, cleric, or other supportive spellcaster off from a creature affected by {@spell power word stun} or {@condition charmed} by their Aura of Enmity.", - "On subsequent turns, Rakat engages characters in melee with {@item Zealcleaver|KaW}, though the devil continues to remain at least 10 feet in the air, benefitting from their long reach.", - "{@creature Rakat, Baron of Styx|KaW}" + "Fang devils are the high priests of Hell, channeling unholy power to twist and subvert their enemies, mutating them into unrecognizable monstrosities. Horns erupt from their skulls and twist to pierce their eyes, their flesh splits open to reveal bloody gashes filled with teeth\u2014blood that turns to poison as it drips from the maws in profane salivation.", + "{@creature Fang Devil|KaW}", + { + "type": "entries", + "name": "Horat, Duke of Kasyrgan", + "page": 192, + "entries": [ + "Horat is hierarch of the Envenomed, a cult of pain. His wicked power twists and corrupts everything it touches.", + "The Envenomed have spies throughout the Seven Cities, but thus far, Horat has been loyal to Pharyon. Many in Hell's cognoscenti believe there is a real alliance between the Duke of Kasyrgan and the Prince of Dis, though what this portends, no one knows.", + "Horat uses Multiattack to attack up to two spellcasters or lightly armored creatures with his Mouth Hand then attempts to poison those targets with Venomous Bayonet. He finishes his Multiattack by using Twist Flesh on a foe in his Mutation Field that isn't grappled by him.", + "If several foes get near Horat, he uses Hail of Teeth to deal as much damage as possible, even attacking any minions that might be in the line of fire.", + "Horat uses his Allow Me to Improve You reaction as often as possible to keep the toughest threats at bay while he tears apart foes with fewer hit points.", + "{@creature Horat, Duke of Kasyrgan|KaW}" + ] + } ] } ] @@ -16852,6 +16941,1669 @@ "constitution", "wisdom" ] + }, + { + "name": "Stone Devil", + "source": "KaW", + "page": 183, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 216, + "formula": "16d10 + 128" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 10, + "con": 26, + "int": 14, + "wis": 14, + "cha": 12, + "save": { + "str": "+8", + "con": "+12" + }, + "senses": [ + "tremorsense 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The devil is immune to any effect that would alter its form." + ] + }, + { + "name": "Implacable", + "entries": [ + "The devil is immune to any effect that would move it." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Soulblood Trail", + "entries": [ + "When the devil leaves a space, it becomes difficult terrain for 1 hour, and any creature that enters the trail's area for the first time or starts its turn there must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic.", + "The Soulblood Trail doesn't affect stone devils." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes two attacks with its lance and uses its Pulverize." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is Large or smaller, it is knocked {@condition prone} and {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the devil can't attack another target." + ] + }, + { + "name": "Pulverize", + "entries": [ + "The devil twists its lance into a creature {@condition grappled} by it. That creature takes 40 ({@damage 8d8 + 4}) piercing damage." + ] + }, + { + "name": "Foul Ichor", + "entries": [ + "Black soulblood pours from the devil's chest, cascading over a creature {@condition grappled} by the devil's lance. The target must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points, the target dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Profane Flame", + "entries": [ + "Red lightning bolts descend on two creatures that the devil can see within 60 feet of it. A target must succeed on a {@dc 16} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage. A target gains no benefit from cover for this saving throw." + ] + } + ], + "attachedItems": [ + "lance|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "L", + "N", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Moranon, Marquis of Acheron", + "isNamedCreature": true, + "source": "KaW", + "page": 184, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 21, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 243, + "formula": "18d10 + 144" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 10, + "con": 26, + "int": 14, + "wis": 14, + "cha": 12, + "save": { + "str": "+9", + "con": "+12" + }, + "skill": { + "deception": "+5", + "insight": "+6", + "persuasion": "+5" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "Moranon is immune to any effect that would alter his form." + ] + }, + { + "name": "Implacable", + "entries": [ + "Moranon is immune to any effect that would move him unwillingly." + ] + }, + { + "name": "Infernal Superconductor", + "entries": [ + "Moranon can use Profane Flame as a bonus action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Moranon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Moranon's weapon attacks are magical." + ] + }, + { + "name": "Soulblood Trail", + "entries": [ + "When Moranon leaves a space, it becomes difficult terrain, and creatures entering that space must make a {@dc 17} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies.", + "A creature that fails the Constitution saving throw also gains the following flaw, \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic.", + "The Soulblood Trail doesn't affect stone devils." + ] + }, + { + "name": "True Name", + "entries": [ + "Moranon's true name can't be written down, only spoken in Deep Speech. It sounds like the roar of a pyroclastic flow rolling down a mountainside." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Moranon makes three attacks with his lance and uses his Pulverize." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and if the target is Large or smaller, it is knocked {@condition prone} and {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and Moranon can't attack another target." + ] + }, + { + "name": "Pulverize", + "entries": [ + "Moranon twists his lance into a creature {@condition grappled} by him. That creature takes 41 ({@damage 8d8 + 5}) piercing damage." + ] + }, + { + "name": "Foul Ichor", + "entries": [ + "Black soulblood pours from Moranon's chest, cascading over a creature {@condition grappled} by his lance. That creature must make a {@dc 17} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points, the target dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Profane Flame", + "entries": [ + "Red lightning bolts descend on two creatures that Moranon can see within 60 feet of him. A target must succeed on a {@dc 17} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage. A target gains no benefit from cover for this saving throw." + ] + } + ], + "reaction": [ + { + "name": "Disciplined Advance", + "entries": [ + "When an attack misses Moranon, he can move 5 feet and then attack with his lance or use Profane Flame." + ] + } + ], + "legendaryHeader": [ + "Moranon has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Ruthless Attrition", + "entries": [ + "Moranon moves up to his movement speed without provoking opportunity attacks and attacks with his lance, or, if he has a creature {@condition grappled}, uses Pulverize twice." + ] + }, + { + "name": "Villain Action 2: Take Ground", + "entries": [ + "Moranon moves up to his movement speed without provoking opportunity attacks. If he has a creature {@condition grappled}, they are dragged with him and take 13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Villain Action 3: Soulblood Geyser", + "entries": [ + "Moranon fires a jet of soulblood from his chest in a 60-foot cone. All creatures in this area are knocked {@condition prone}, and must make a {@dc 17} Constitution saving throw, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies. A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic. All terrain in this area becomes coated with soublood, as described in the Soulblood Trail trait." + ] + } + ], + "attachedItems": [ + "lance|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "B", + "L", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Steel Devil", + "source": "KaW", + "page": 185, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "21d10 + 42" + }, + "speed": { + "walk": 45 + }, + "str": 19, + "dex": 20, + "con": 14, + "int": 18, + "wis": 15, + "cha": 17, + "save": { + "dex": "+9", + "int": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Agonizing Visage", + "entries": [ + "When a creature looks at the devil to target it with an attack or spell, the creature takes 9 ({@damage 2d8}) psychic damage.", + "Unless surprised, a creature can avert its eyes at the start of its turn to avoid this damage. If the creature does so, it can't see the devil until the start of its next turn, when it can avert its eyes again. If the creature looks at the devil in the meantime, it immediately takes the damage." + ] + }, + { + "name": "Barbed Mind", + "entries": [ + "When a creature deals psychic damage to the devil, attempts to read its thoughts, or attempts to speak to it telepathically, the creature must make a {@dc 16} Intelligence saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Thorns of Pain", + "entries": [ + "When a creature moves within 5 feet of the devil or begins its turn there, the creature takes 15 ({@damage 6d4}) slashing damage. This damage can't be resisted." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes six attacks with its Eviscerating Strike and uses its Soul Scalpel." + ] + }, + { + "name": "Eviscerating Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage." + ] + }, + { + "name": "Soul Scalpel", + "entries": [ + "The devil mentally reaches into the essence of one creature it can see. That creature must make a {@dc 16} Charisma saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's Charisma score is reduced by 1. This reduction lasts until the target finishes a short or long rest." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The devil adds 4 to its AC against one weapon attack that would hit it. To do so, the devil must be able to see the attacker." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "charisma", + "intelligence" + ] + }, + { + "name": "Sryz, Count of Naraka", + "isNamedCreature": true, + "source": "KaW", + "page": 186, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 180, + "formula": "24d10 + 48" + }, + "speed": { + "walk": 45 + }, + "str": 19, + "dex": 21, + "con": 14, + "int": 20, + "wis": 15, + "cha": 17, + "save": { + "dex": "+10", + "int": "+10", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "intimidation": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "14", + "trait": [ + { + "name": "Agonizing Visage", + "entries": [ + "When a creature looks at Sryz to target the devil with an attack or spell, the creature takes 9 ({@damage 2d8}) psychic damage.", + "Unless surprised, a creature can avert its eyes at the start of its turn to avoid this damage. If the creature does so, it can't see Sryz until the start of its next turn, when it can avert its eyes again. If the creature looks at Sryz in the meantime, it immediately takes the damage." + ] + }, + { + "name": "Barbed Mind", + "entries": [ + "When a creature deals psychic damage to Sryz, attempts to read the devil's thoughts, or attempts to speak to them telepathically, the creature must make a {@dc 17} Intelligence saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Lacerating Presence (1/Turn)", + "entries": [ + "When Sryz inflicts damage, the devil can cause that target to start bleeding. A bleeding creature takes {@damage 1d4} slashing damage at the start of its turn, and this damage increases by {@dice 1d4} each round. Creatures stop bleeding if they regain hit points, or if lesser restoration or greater restoration is cast on them." + ] + }, + { + "name": "Lethal Agility", + "entries": [ + "On each of their turns, Sryz can use a bonus action to take the Dash action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Sryz has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Sryz's weapon attacks are magical." + ] + }, + { + "name": "Thorns of Pain", + "entries": [ + "When a creature moves within 10 feet of Sryz or begins its turn there, the creature takes 15 ({@damage 6d4}) slashing damage. This damage can't be resisted." + ] + }, + { + "name": "True Name", + "entries": [ + "Sryz's true name has been carefully extracted from this existence and can only be retrieved from parallel timelines. It is Viz Incivixii, which translates from an ancient Infernal dialect to The One Who Divides. Anyone who speaks the name aloud takes {@damage 1d4} psychic damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Sryz makes six attacks with their Eviscerating Strike and uses their Soul Scalpel." + ] + }, + { + "name": "Eviscerating Strike", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 3d4 + 5}) slashing damage." + ] + }, + { + "name": "Soul Scalpel", + "entries": [ + "Sryz mentally reaches into the essence of one creature they can see. That creature must make a {@dc 17} Charisma saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target creature's Charisma score is reduced by" + ] + }, + { + "name": "1", + "entries": [ + "This reduction lasts until the target finishes a short or long rest." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Sryz adds 4 to their AC against one weapon attack that would hit them. To do so, Sryz must be able to see the attacker." + ] + } + ], + "legendaryHeader": [ + "Sryz has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Sryz takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Sonic Attack", + "entries": [ + "Sryz emits a high-frequency scream that pierces the minds of their enemies. Each creature of Sryz's choice within 60 feet of the devil that can hear Sryz must succeed on a {@dc 17} Charisma saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Villain Action 2: Slip between Worlds", + "entries": [ + "Sryz slices through the barriers between planes, and teleports up to 120 feet to an unoccupied space that the devil can see." + ] + }, + { + "name": "Villain Action 3: Howl of Suffering", + "entries": [ + "Sryz shrieks a harrowing scream that deepens existing wounds. Each creature within 120 feet of Sryz that doesn't have all of its hit points must make a {@dc 17} Constitution saving throw. On a failed save, a creature drops to 0 hit points. On a success, a creature begins bleeding as described in Lacerating Presence." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ] + }, + { + "name": "Lore Devil", + "source": "KaW", + "page": 188, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15, + { + "ac": 18, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 117, + "formula": "18d8 + 36" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 22, + "wis": 20, + "cha": 19, + "save": { + "int": "+11", + "wis": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "religion": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "force", + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "any languages written on the lore devil's skin", + "telepathy 120 ft." + ], + "cr": "13", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage armor}", + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell lightning bolt}" + ], + "1e": [ + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell feeblemind}", + "{@spell plane shift}", + "{@spell reverse gravity}" + ] + }, + "ability": "int" + } + ], + "trait": [ + { + "name": "Cabalistic Remains", + "entries": [ + "When the devil dies, it collapses into a pile of tattered parchment. Creatures that try to read the lore devil's remains must make a {@dc 20} Wisdom saving throw. On a success, they can learn one language, spell, or secret the devil knew in life (chosen by the GM). On a failed save, the creature becomes cursed, driven to try to piece the fragments of the lore devil back together, convinced that they hold some profound, hidden truth. The curse is lifted by a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "The devil 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": "Ward of Arcane Recursion", + "entries": [ + "When the devil successfully casts {@spell counterspell} to thwart a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, the lore devil is unaffected, and the spell is reflected back at the caster as though it originated from the devil, turning the caster into the target." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes three attacks. It can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 60 ft., one target. {@h}18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Spelldrain", + "entries": [ + "{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage, and if the target has prepared any spells, it must succeed on a {@dc 19} Constitution saving throw or lose one prepared spell (chosen by the devil). The devil regains hit points equal to 10 × the level of the forgotten spell." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "F", + "L", + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Indix, Earl of Sheol", + "isNamedCreature": true, + "source": "KaW", + "page": 189, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15, + { + "ac": 18, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 182, + "formula": "28d8 + 56" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 22, + "wis": 20, + "cha": 19, + "save": { + "int": "+11", + "wis": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "persuasion": "+9", + "religion": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "force", + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "15", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Indix's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). Indix can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage armor}", + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell lightning bolt}" + ], + "1e": [ + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell feeblemind}", + "{@spell plane shift}", + "{@spell reverse gravity}" + ] + }, + "ability": "int" + } + ], + "trait": [ + { + "name": "Chromatic Organum", + "entries": [ + "As a bonus action, Indix may choose one damage type. Until the start of their next turn, the devil gains immunity to that damage type, and all spells Indix casts that deal damage inflict the chosen damage type in place of the normal type." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "Indix can't be affected or detected by spells of 6th level or lower unless they wish to be. Indix has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "True Name", + "entries": [ + "No lore exists on the true name of Indix, but clever players will realize that it is, of course, codex mutabilis." + ] + }, + { + "name": "Untethered Form", + "entries": [ + "Indix can cast the {@spell shapechange} spell at will, without expending a spell slot or using any components." + ] + }, + { + "name": "Ward of Arcane Recursion", + "entries": [ + "When Indix successfully casts {@spell counterspell} to thwart a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, the devil is unaffected, and the spell is reflected back at the caster as though it originated from Indix, turning the caster into the target." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Indix makes three attacks. They can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 60 ft., one target. {@h}18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Spelldrain", + "entries": [ + "{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage, and if the target has prepared any spells, it must succeed on a {@dc 19} Constitution saving throw or lose one prepared spell (chosen by Indix). Indix regains hit points equal to 10 × the level of the forgotten spell." + ] + }, + { + "name": "Catastrophe Theory (1/Day)", + "entries": [ + "Indix chooses one creature he can see within 30 feet of him and marks it with an arcane seal. The next time that creature takes damage, the seal disappears and the creature takes an additional 63 ({@damage 14d8}) psychic damage." + ] + } + ], + "reaction": [ + { + "name": "One Space Is the Same as Any Other", + "entries": [ + "When an attack misses Indix, the devil can magically teleport up to 300 feet to an unoccupied space they can see." + ] + } + ], + "legendaryHeader": [ + "Indix has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Indix takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Entanglement Matrix", + "entries": [ + "Indix targets up to six creatures they can see within 60 feet of the devil, fundamentally connecting their quantum essence. Each creature must succeed on a {@dc 19} Wisdom saving throw or enter an entanglement matrix. Until Indix is {@condition incapacitated}, ends the matrix as a bonus action, or 1 hour has passed, whenever a creature in the matrix takes damage or is affected by a condition, all other creatures in the matrix also take that damage or are affected by the same condition. When a condition ends for one creature, it ends for all other affected creatures." + ] + }, + { + "name": "Villain Action 2: Transmogrification Grid", + "entries": [ + "Indix exchanges the atoms of each creature in the entanglement matrix, causing up to three pairs of affected creatures to swap positions." + ] + }, + { + "name": "Villain Action 3: Transmute Aspects", + "entries": [ + "Indix directly alters the abilities of their enemies. Each creature in the entanglement matrix must shift each of their ability scores along one space on their character sheets; Strength becomes Dexterity, Constitution becomes Intelligence, Charisma becomes Strength, and so on. These changes last as long as the matrix lasts." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "damageTagsSpell": [ + "F", + "L", + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Fang Devil", + "source": "KaW", + "page": 191, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 285, + "formula": "30d8 + 150" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "str": "+9", + "dex": "+10", + "con": "+10", + "cha": "+10" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "16", + "trait": [ + { + "name": "Formless Shape", + "entries": [ + "The devil is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Unhallowed Toxin", + "entries": [ + "Poison damage dealt by the devil ignores any damage immunity or resistance the target has." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes four melee attacks and uses its Twist Flesh." + ] + }, + { + "name": "Mouth Hand", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is Large or smaller, it is {@condition grappled} (escape {@dc 19}). While {@condition grappled}, the target is {@condition restrained}.", + "Whenever the devil makes this attack, it can grow as many limbs as required to grapple multiple targets at once." + ] + }, + { + "name": "Venomous Bayonet", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned}." + ] + }, + { + "name": "Hail of Teeth {@recharge 5}", + "entries": [ + "A barrage of teeth erupts from the devil in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 18d4}) piercing damage plus 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "The devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + }, + { + "name": "Twist Flesh", + "entries": [ + "The devil targets a creature it can see within 60 feet of it. That creature must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} as it suffers a sudden monstrous transformation that wracks its body with unimaginable pain as bones writhe beneath skin and muscles fill with acid.", + "While {@condition poisoned} in this way, a creature also suffers a random secondary effect:", + { + "type": "list", + "items": [ + "The target's internal temperature skyrockets, boiling its bodily fluids, which hiss from its pores as jets of steam. The target gains a level of {@condition exhaustion}.", + "Horns erupt from the target's skull, curving into its eyes. The target is {@condition blinded}.", + "Pus-filled boils form and pop in the target's ears. The target is {@condition deafened}.", + "The target's muscles burst, weakening it. All the target's weapon attacks deal half damage.", + "The soles of the target's feet fuse with the ground, tearing with every move it makes. The target is {@condition restrained}.", + "The target's skeleton writhes beneath its skin, hardening into stone. The target is {@condition paralyzed}." + ] + }, + "The {@condition poisoned} condition can be ended by a {@spell lesser restoration} spell or by finishing a long rest, but levels of {@condition exhaustion} can only be removed by a {@spell greater restoration} spell or by finishing a long rest." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "paralyzed", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Horat, Duke of Kasyrgan", + "isNamedCreature": true, + "source": "KaW", + "page": 192, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 323, + "formula": "34d8 + 170" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "str": "+10", + "dex": "+11", + "con": "+11", + "cha": "+11" + }, + "skill": { + "deception": "+11", + "intimidation": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "18", + "trait": [ + { + "name": "Formless Shape", + "entries": [ + "Horat is immune to any spell or effect that would alter his form." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Horat fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Horat has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Horat's weapon attacks are magical." + ] + }, + { + "name": "Mutation Field", + "entries": [ + "Horat emits an unholy aura of distortion. Each creature that starts its turn within 30 feet of him has its speed reduced to 10 feet as its limbs develop extra joints and its feet splay into talons or tentacles until the start of the target's next turn.", + "In addition, as a bonus action, Horat can use Twist Flesh against every hostile creature affected by his Mutation Field." + ] + }, + { + "name": "True Name", + "entries": [ + "The true name of Horat is not fixed. It is made up of the syllables VEN, THU, and ZJA. There are six permutations of the name, depending on how you order the syllables, but only one permutation is correct during a given battle." + ] + }, + { + "name": "Unhallowed Toxin", + "entries": [ + "Poison damage dealt by Horat ignores any damage immunity or resistance the target has." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Horat makes four melee attacks and uses his Twist Flesh." + ] + }, + { + "name": "Mouth Hand", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is Large or smaller, it is {@condition grappled} (escape {@dc 19}). While {@condition grappled}, the target is {@condition restrained}.", + "Whenever Horat makes this attack, he can grow as many limbs as required to grapple multiple targets at once." + ] + }, + { + "name": "Venomous Bayonet", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned}." + ] + }, + { + "name": "Hail of Teeth {@recharge 5}", + "entries": [ + "A barrage of teeth erupts from Horat in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 45 ({@damage 18d4}) piercing damage plus 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "Horat magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + }, + { + "name": "Twist Flesh", + "entries": [ + "Horat targets a creature he can see within 60 feet. That creature must succeed on a {@dc 19} Constitution saving throw or become {@condition poisoned} as it suffers a sudden monstrous transformation that wracks its body with unimaginable pain as bones writhe beneath skin and muscles fill with acid.", + "While {@condition poisoned} in this way, a creature also suffers a random secondary effect:", + { + "type": "list", + "items": [ + "The target's internal temperature skyrockets, boiling its bodily fluids, which hiss from its pores as jets of steam. The target gains a level of {@condition exhaustion}.", + "Horns erupt from the target's skull, curving into its eyes. The target is {@condition blinded}.", + "Pus-filled boils form and pop in the target's ears. The target is {@condition deafened}.", + "The target's muscles burst, weakening it. All the target's weapon attacks deal half damage.", + "The soles of the target's feet fuse with the ground, tearing with every move it makes. The target is {@condition restrained}.", + "The target's skeleton writhes beneath its skin, hardening into stone. The target is {@condition paralyzed}." + ] + }, + "The {@condition poisoned} condition can be ended by a {@spell lesser restoration} spell or by finishing a long rest, but levels of {@condition exhaustion} can only be removed by a {@spell greater restoration} spell or by finishing a long rest." + ] + } + ], + "reaction": [ + { + "name": "Allow Me to Improve You", + "entries": [ + "When a creature starts its turn in Horat's Mutation Field, he can use his Twist Flesh on that creature." + ] + } + ], + "legendaryHeader": [ + "Horat has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Spindle-Shanked", + "entries": [ + "Horat moves up to his full movement speed without provoking opportunity attacks, and then makes two melee attacks." + ] + }, + { + "name": "Villain Action 2: Unholy Ground", + "entries": [ + "The range of Horat's Mutation Field becomes 60 feet." + ] + }, + { + "name": "Villain Action 3: Litany of Pain", + "entries": [ + "Horat chants an exaltation of suffering, afflicting enemies within 120 feet of him that can hear him with relentless agony. Enemy spellcasters lose {@status concentration} on any ongoing spells they are casting, and all enemy creatures must succeed on a {@dc 18} Constitution saving throw or become {@condition stunned} until the end of Horat's next turn. Creatures with the {@condition poisoned} condition automatically fail this saving throw." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "paralyzed", + "poisoned", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] } ] }